A Monster for Every Season: Summer 2
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  1. - Top - End - #301
    Troll in the Playground
    Join Date
    Jul 2007
    Location
    Bellona

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Just checking the news, and I saw that there is supposed to be record flooding in Manitoba tonight. Hope the chairman and his family are safe and sound.
    Optimization Showcase in the Playground

    Former projects:
    Shadowcaster Handbook
    Archer Build Compendium

    Iron Chef Awards!
    Spoiler
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    GOLD
    IC LXXVI: Talos
    IC LXXV: Alphonse Louise Constant
    IC XLIX: Babalon, Queen of Bones
    IC XLV: Dead Mists
    IC XL: Lycus Blackbeak
    IC XXXIX: AM-1468
    IC XXXV: Parsifal the Fool
    IC XXX: Jal Filius

  2. - Top - End - #302
    Banned
     
    Devil

    Join Date
    Nov 2012

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Quote Originally Posted by Piggy Knowles View Post
    Just checking the news, and I saw that there is supposed to be record flooding in Manitoba tonight. Hope the chairman and his family are safe and sound.
    Likewise. Thoughts and best wishes to all those caught up in it.

  3. - Top - End - #303
    Barbarian in the Playground
     
    Tim Proctor's Avatar

    Join Date
    Jun 2012
    Location
    Richland, WA
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Somehow I have a feeling that this reveal will be delayed due to 'hell or high water'.
    I am what lurks under your bridge, I am the troll...

    Not sure about what I said, go back highlight it with your mouse and wham it's magically blue for sarcasm, so like everything on the internet take it with a grain of salt.

    Spoiler: IC Trophies
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    LIV Silver Auric Goldbones
    LVII Bronze Adlib

  4. - Top - End - #304
    Troll in the Playground
     
    Deadline's Avatar

    Join Date
    Sep 2012
    Location
    Necro-equestrian Pugilism
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Quote Originally Posted by Tim Proctor View Post
    Somehow I have a feeling that this reveal will be delayed due to 'hell or high water'.
    Probably both. Godspeed, Mr. Chairman. And may you never run out of sandbags.
    Awesome avatar by Iron Penguin!

    Signature of Holding

  5. - Top - End - #305
    Bugbear in the Playground
     
    DeAnno's Avatar

    Join Date
    Jun 2011
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Well, the Chairman was apparently on the boards yesterday, so when he manages to escape the flood I hope he just posts the reveal and we don't have to suffer another delay. Of course if his inbox filled up, all bets are off I suppose.

  6. - Top - End - #306
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Indeed, DeAnno (and others), fear not! I hath risen above the foul waters of Manitoba to redeem mineself!

    (no, but seriously - here we go).

    Note - having Internet issues at my friend's house here a couple hours East of the farm (the page isn't loading properly), so it might take a while.

  7. - Top - End - #307
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    From the Exotic East
    Quote Originally Posted by Taishi
    Backstory:
    Spoiler: Backstory
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    Taishi was raised in a typical Rokugan family. Taught in the basics of the arts, she enjoyed a relatively privileged childhood. At the age of 4, she had her first encounter with spirits. To her, they were her friends, follow their wisdom, and she could do no wrong. They taught her spells, incantations, powered by their will. Under the order of the spirits, she disguised herself, and joined a warlord’s forces. The spirits had guided her this far in life, why not continue to follow under their guidance? For several years she served under the warlord faithfully, and earned honor and prestige for her skill at the sword.

    However eventually she tired of the military life. She remembered the days of her youth and deserted the military, going against all she ever stood for. She discarded the disguise she once donned, and joined a travelling Kabuki theater. The spirits, while angered by her act of rebellion, eventually came to accept her decision and continued to aid her. Continuing her training in the art of Kabuki, she became relatively well known throughout the lands.
    In her travels, she wandered into the plains by herself, and encountered a group of giants, taller than any man. The few days she spent with them ended up changing the spirits that aided her. The magic of the giants tainted the magic of the spirits. The spirits ended up altering her, and her dance.


    Spoiler: Initial and Final Ability Scores
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    Level 1: Str 14 Dex 10 Con 14 Int 17 Wis 9 Cha 10
    Level 20 Pre-Giant-Size:Str 17 Dex 10 Con 14 Int 18 Wis 9 Cha 10
    Level 20 Post-Giant-Size:Str 42 Dex 8 Con 22 Int 18 Wis 9 Cha 10

    Spoiler: Character Table
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    Taisha Waltz
    Lawful Good Illumian Wu Jen 4/Fighter 1/Spellsword 2/Spelldancer 1/Spellsword 8/Spelldancer 4
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Wu Jen 1 +0 +0 +0 +2 Concentration 4, Knowledge (Arcana) 4, Tumble 2, Perform(Dance) 2, Spellcraft 4 Combat Casting, Wu Jen Bonus Feat:Extend Spell Bonus Feat, Watchful Spirit
    2nd Wu Jen 2 +1 +0 +0 +3 Concentration 5, Knowledge (Arcana) 5, Tumble 2.5, Perform(Dance) 2.5, Spellcraft 5
    3rd Wu Jen 3 +1 +1 +1 +3 Concentration 6, Knowledge (Arcana) 6, Tumble 3, Perform(Dance) 3, Spellcraft 6 Endurance Spell Secret(Bull’s Strength, Extend Spell)
    4th Wu Jen 4 +2 +1 +1 +4 Concentration 7, Knowledge (Arcana) 7, Tumble 3.5, Perform(Dance) 3.5, Spellcraft 7, Knowledge(Planes) 2
    5th Wu Jen 4/Fighter 1 +3 +3 +1 +4 Concentration 7, Knowledge (Arcana) 7, Tumble 4, Perform(Dance) 4, Spellcraft 7, Knowledge(Planes) 2 Fighter Bonus Feat: Dodge Bonus Feat
    6th Wu Jen 4/Fighter 1/Spellsword 1 +4 +5 +1 +6 Concentration 8, Knowledge (Arcana) 7, Tumble 4, Perform(Dance) 5, Spellcraft 9, Knowledge(Planes) 2 Persistent Spell Ignore Spell Failure 10%
    7th Wu Jen 4/Fighter 1/ Spellsword 2 +5 +6 +1 +7 Concentration 10, Knowledge (Arcana) 7, Tumble 4, Perform(Dance) 6, Spellcraft 9, Knowledge(Planes) 2 Spellsword Bonus Feat:Mobility Bonus Feat
    8th Wu Jen 4/Fighter 1/ Spellsword 2/Spelldancer 1 +5 +5 +4 +9 Concentration 13, Knowledge (Arcana) 7, Tumble 4, Perform(Dance) 11, Spellcraft 9, Knowledge(Planes) 2 Spelldance
    9th Wu Jen 4/Fighter 1/ Spellsword 3/Spelldancer 1 +6 +5 +5 +9 Concentration 13, Knowledge (Arcana) 7, Tumble 4, Perform(Dance) 12, Spellcraft 13, Knowledge(Planes) 2 Skill Focus(Perform(Dance)) Ignore Spell Failure 15%
    10th Wu Jen 4/Fighter 1/ Spellsword 4/Spelldancer 1 +7 +5 +5 +9 Concentration 13, Knowledge (Arcana) 11, Tumble 4, Perform(Dance) 13, Spellcraft 13,Knowledge(Planes) 2 Channel Spell 3/day
    11th Wu Jen 4/Fighter 1/ Spellsword 5/Spelldancer 1 +8 +5 +5 +9 Concentration 13, Knowledge (Arcana) 14, Tumble 4, Perform(Dance) 14, Spellcraft 13, Knowledge(Planes) 3 Ignore Spell Failure 20%
    12th Wu Jen 4/Fighter 1/ Spellsword 6/Spelldancer 1 +9 +6 +6 +10 Concentration 13, Knowledge (Arcana) 14, Tumble 4, Perform(Dance) 15, Spellcraft 13,Knowledge(Planes) 3 Metamagic Spell Focus(Transmutation) Channel Spell 4/day
    13th Wu Jen 4/Fighter 1/ Spellsword 7/Spelldancer 1 +10 +6 +6 +10 Concentration 13, Knowledge (Arcana) 16, Tumble 4, Perform(Dance) 16, Spellcraft 15, Knowledge(Planes) 3 Ignore Spell Failure 25%
    14th Wu Jen 4/Fighter 1/ Spellsword 8/Spelldancer 1 +11 +7 +6 +11 Concentration 13, Knowledge (Arcana) 17, Tumble 4, Perform(Dance) 16, Spellcraft 16,Knowledge(Planes) 3 Channel 5/day
    15th Wu Jen 4/Fighter 1/ Spellsword 9/Spelldancer 1 +12 +7 +7 +11 Concentration 17, Knowledge (Arcana) 17, Tumble 4, Perform(Dance) 17, Spellcraft 16,Knowledge(Planes) 3 Arcane Strike Ignore Spell Failure 30%
    16th Wu Jen 4/Fighter 1/ Spellsword 10/Spelldancer 1 +13 +8 +7 +12 ] Concentration 19, Knowledge (Arcana) 17, Tumble 4, Perform(Dance) 19, Spellcraft 16,Knowledge(Planes) 3 Multiple Channel Spell
    17th Wu Jen 4/Fighter 1/ Spellsword 10/Spelldancer 2 +14 +8 +8 +13 Concentration 20, Knowledge (Arcana) 20, Tumble 7, Perform(Dance) 20, Spellcraft 16,Knowledge(Planes) 3 Enthralling dance, Evasion
    18th Wu Jen 4/Fighter 1/ Spellsword 10/Spelldancer 3 +14 +9 +8 +13 Concentration 20, Knowledge (Arcana) 20, Tumble 15, Perform(Dance) 20, Spellcraft 16,Knowledge(Planes) 3 Practiced Spellcaster Cooperative Dance
    19th Wu Jen 4/Fighter 1/ Spellsword 10/Spelldancer 4 +15 +9 +9 +14 Concentration 21, Knowledge (Arcana) 20, Tumble 22, Perform(Dance) 20, Spellcraft 16,Knowledge(Planes) 3 Sleep Dance
    20th Wu Jen 4/Fighter 1/ Spellsword 10/Spelldancer 5 +15 +9 +9 +14 Concentration 23, Knowledge (Arcana) 23, Tumble 22, Perform(Dance) 20, Spellcraft 19,Knowledge(Planes) 3 Confusing Dance

    Spoiler: Spells Per Day
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    Spells per Day(Before Buffs)
    [B] B]
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 2 - - - - - - - -
    2nd 4 3 - - - - - - - -
    3rd 4 3 2 - - - - - - -
    4th 4 4 3 - - - - - - -
    5th 4 4 3 - - - - - - -
    6th 4 4 3 2 - - - - - -
    7th 4 4 3 2 - - - - - -
    8th 4 4 4 3 - - - - - -
    9th 4 5 4 3 1 - - - - -
    10th 4 5 4 3 1 - - - - -
    11th 4 5 4 4 2 - - - - -
    12th 4 5 4 4 2 - - - - -
    13th 4 5 5 4 2 1 - - - -
    14th 4 5 5 4 2 1 - - - -
    15th 4 5 5 4 3 2 - - - -
    16th 4 5 5 4 3 2 - - - -
    17th 4 5 5 5 3 2 1 - - -
    18th 4 5 5 5 3 3 2 - - -
    19th 4 5 5 5 4 3 2 1 - -
    20th 4 5 5 5 4 3 3 2 - -

    Spells per Day(Post Giant-Size)
    [B] B]
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    19th 4 9 9 9 7 6 5 4 - -
    20th 4 9 9 9 9 6 6 5 - -

    Spoiler: Build Presentation
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    Spoiler: 5th Level
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    5th Level:

    Ability Scores:
    Str 14 Dex 10 Con 14 Int 18 Wis 9 Cha 10

    At Level 5, Taisha plays as your basic caster, she has some basic tools at her disposal, mostly using spells such as Magic Missile to do some light damage, and mostly hanging in the back. This is mostly a prepping stage for entry into the two main prestige classes of the build, Spellsword and Spelldancer



    Spoiler: 10th Level
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    10th level:
    Ability Scores
    Str 15 Dex 10 Con 14 Int 18 Wis 9 Cha 10

    At level 10, Taisha begins to become more Gish-y, she now has access to some of the lighter, light armors such as leather armor. The Spelldancer level allows her to extend certain spells at the cost of multiple rounds, such as Bull’s strength. She isn’t able to Persist said spells yet due to the high DC. Her BAB hovers around that of a Bard now, and she can be auxiliary melee if needed. At this point you get access to 3rd level spells, gaining flight through Fire Wings. Elemental Eyes is a useful divination spell allowing you to get remote viewing on an area you’ve been a few hours ago.


    Spoiler: 15th Level
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    15th level:
    Str 16 Dex 10 Con 14 Int 18 Wis 9 Cha 10
    At level 15 Taisha now gains Arcane Strike, while she won’t get as much benefit now as she will later, The boost to-hit will now better aid her in melee, and the damage boost is just extra gravy for now. Taisha can now wear any medium armor, and any mithril heavy armor she wants, giving her a much needed boost to her Armor Class. Combining Arcane strike and spell channeling is possible, allowing her to use two spells a round, 1 for her arcane strike, and 1 for spell channeling.


    Spoiler: Sweet Spot - 19th Level
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    Sweet Spot
    19th Level
    Str 17 Dex 10 Con 14 Int 18 Wis 9 Cha 10 Pre-Giant Size
    Str 41 Dex 8 Con 22 Int 18 Wis 9 Cha 10 Post Giant Size

    Now with her Perform skill up to a high amount, and having gained access to 7th level spells, Taisha has officially hit her sweet spot. Using practiced spellcaster to boost up her caster level a suitable amount, Taisha spelldances at the beginning of the day for 5 rounds to persist Giant Size, using her power sigil Aeshkrau, she gains bonus spells by virtue of having a higher strength, gaining a large amount of spell slots. Upon gaining these spell slots she gains several more 7th level spell slots allowing her to use spells such as Body Outside Body, or use them with Arcane Strike for a total attack bonus of +37 which would auto-hit the Tarrasque. Even without arcane strike your total attack bonus would be +30 allowing Taisha to relatively safely use Channel Spell. With the much larger pool of spells at Taisha’s disposal, the cost of using Arcane Strike and Multiple Channel Spell is a lot lighter on Taisha then a regular Wizard or Sorcerer.


    20th Level
    Str 18 Dex 10 Con 14 Int 18 Wis 9 Cha 10 Pre-Giant Size
    Str 42 Dex 8 Con 22 Int 18 Wis 9 Cha 10 Post Giant Size

    Same strategy of last level, just with slightly larger numbers.


    Spoiler: Sources
    Show
    Complete Arcane: Wu Jen, Practiced Spellcaster, Persistent Spell,
    Magic of Faerun:Spelldancer
    Complete Warrior:Spellsword(Obviously), Arcane Strike
    Complete Mage: Metamagic Spell Focus

  8. - Top - End - #308
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Shadows cannot exist without light to cast them.
    Quote Originally Posted by Aurelius Deadfeather
    Aurelius Deadfeather


    Spoiler: Basics
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    CE Lesser Aasimar* Bard** 5/Fighter 1/Spellsword 4/Nar Demonbinder 2/Spellsword +6/Nar Demonbinder +2
    *Lesser Planetouched Racial Variant (PGtF)
    **Inspire Awe ACF (Dragon Magic)
    Spoiler: Ability Scores
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    Pre-Racial-Adjustment: Str 14, Dex 10, Con 12, Int 12, Wis 8, Cha 18

    Post-Racial-Adjustment: Str 14, Dex 10, Con 12, Int 12, Wis 10, Cha 20

    Stat Boosts from Leveling should all go to Constitution.



    Spoiler: Background
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    Born as the first son of the principle heir to a powerful and influential Pazuzu-worshiping house operating in Waterdeep, Aurelius' birth was...strange.
    As the family tree of such a depraved and incestuous house had twisted itself into incomprehensibility a long time ago, no-one in the family was quite sure how on earth celestial blood had got into the mix, but most in the family put it down to a discontinued family tradition of keeping celestial concubines. Whatever the cause, the entire affair was an internal embarrassment to the house but one they had to work around. Even the boy's name was something that annoyed the house - in her delirious state after the birth, Aurelius' mother has chosen a celestial name for her son, something which pushed the senior members of the house to prevent her delirium from embarrassing the house any further.
    Aurelius' mother (and principle heir to the house) had died soon childbirth due to "natural causes" and no-one was sure which of his many uncles was his father, so he was raised by his grandfather, who shaped him into a future Lord of Waterdeep. He attended the finest bardic colleges, was tutored in swordplay and terror tactics by his family, and was groomed by his grandfather, Lord Deadfeather of Waterdeep into a suitable heir to the family business of demonic conjuring and criminal activities.
    In their own strange way, Lord Deadfeather and Aurelius loved each other somehwhat like a normal grandfather and grandson would, even if their shared hobbies included summoning celestials with scrolls and forcing them to fight to the death (Aurelius himself liked the irony of it). Maybe celestial blood in the family wasn't as rare as the family first thought, considering how little infighting occurred in the house.
    Lord Deadfeather even indulged his grandson in an expedition to Narfell so he could learn how to summon demons like the senior members of the house, and get in touch with his demonic heritage, exceeding the expectations of his family whom only expected him to only achieve rudimentary spells after starting his studies so late in life.
    He was driven in his studies by stories told of by his grandfather about their ancestors, mighty demons skilled in martial slaughter and in control of mighty spells of fire, pain and demonic conjuration. If he could be like the demons of old, he thought, he might be able to atone for what he considered the sin of his celestial blood.
    Now a mighty warrior and conjurer of demons, Aurelius Deadfeather is in public a popular performer and somewhat of a minor celebrity, but under cloak and abjuration is an evil and vicious scion of a cancerous tumor in the heart of Waterdeep.


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Bard 1 +0 +0 +2 +2 Concentration 4 ranks, Intimidate 2 ranks, Knowledge (The Planes) 4 ranks, Knowledge (Arcana) 4 ranks, Perform (Singing) 4 ranks, Sense Motive 4, Use Magic Device 4 ranks Human Heritage Bardic music, bardic knowledge, countersong, fascinate, inspire awe
    2nd Bard 2 +1 +0 +3 +3 Concentration 5 ranks, Intimidate 2.5 ranks, Knowledge (The Planes) 5 ranks, Knowledge (Arcana) 5 ranks, Perform (Singing) 5 ranks, Sense Motive 5, Use Magic Device 5 ranks - -
    3rd Bard 3 +2 +1 +3 +3 Concentration 6 ranks, Intimidate 3 ranks, Knowledge (The Planes) 6 ranks, Knowledge (Arcana) 6 ranks, Perform (Singing) 6 ranks, Sense Motive 6, Use Magic Device 6 ranks Iron Will Inspire Competence
    4th Bard 4 +3 +1 +4 +4 Concentration 7 ranks, Intimidate 3.5 ranks, Knowledge (The Planes) 7 ranks, Knowledge (Arcana) 7 ranks, Perform (Singing) 7 ranks, Sense Motive 7, Use Magic Device 7 ranks - -
    5th Bard 5 +3 +1 +4 +4 Concentration 8 ranks, Intimidate 4 ranks, Knowledge (The Planes) 8 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 8, Use Magic Device 8 ranks - -
    6th Fighter 1 +4 +3 +4 +4 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 9 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 8, Use Magic Device 8 ranks Spell Focus (Conjuration) Bonus Feat (Power Attack)
    7th Spellsword 1 +5 +5 +4 +6 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 10 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Use Magic Device 8 ranks - Ignore Spell Failure 10%
    8th Spellsword 2 +6/+1 +6 +4 +7 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 11 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Use Magic Device 10 ranks - Bonus Feat (Heighten Spell)
    9th Spellsword 3 +7/+2 +6 +5 +7 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 12 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Use Magic Device 11 ranks Talfirian Song Ignore Spell Failure 15%
    10th Spellsword 4 +8/+3 +7 +5 +8 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 13 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Use Magic Device 12 ranks - Channel Spell 3/day
    11th Nar Demombinder 1 +8/+3 +7 +5 +10 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 14 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 1 rank, Use Magic Device 12.5 ranks - Fiendish familiar (Quasit), inimical casting, spellcasting
    12th Nar Demonbinder 2 +9/+4 +7 +5 +11 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 15 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 13 ranks Exotic Weapon Proficiency (Spiked Chain) Iron Sign
    13th Spellsword 5 +10/+5 +7 +5 +11 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 16 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 14 ranks - Ignore Spell Failure 20%
    14th Spellsword 6 +11/+6/+1 +8 +6 +12 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 17 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 15 ranks - Channel Spell 4/day
    15th Spellsword 7 +12/+7/+2 +8 +6 +12 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 18 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 16 ranks Fiendish Bloodline Ignore Spell Failure 25%
    16th Spellsword 8 +13/+8/+3 +9 +6 +13 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 19 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 18 ranks - Channel Spell 5/day
    17th Spellsword 9 +14/+9/+4 +9 +7 +13 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 20 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 19 ranks - Ignore Spell Failure 30%
    18th Spellsword 10 +15/+10/+5 +10 +8 +14 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 21 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 20 ranks Versatile Spellcaster Multiple Channel Spell
    19th Nar Demonbinder 3 +15/+10/+5 +11 +9 +15 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 22 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 21 ranks - Master Summoner
    20th Nar Demonbinder 4 +16/+11/+6/+1 +11 +9 +16 Concentration 8 ranks, Intimidate 5 ranks, Knowledge (The Planes) 23 ranks, Knowledge (Arcana) 8 ranks, Perform (Singing) 8 ranks, Sense Motive 9, Spellcraft 2 ranks, Use Magic Device 22 ranks - Brazen Sign

    Spoiler: Spellcasting
    Show
    Bardic Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 2 - - - - - - - - -
    2nd 3 2 - - - - - - - -
    3rd 3 3 - - - - - - - -
    4th 3 4 1 - - - - - - -
    5th 3 5 2 - - - - - - -
    6th 3 5 3 - - - - - - -
    7th 3 5 3 - - - - - - -
    8th 3 5 3 - - - - - - -
    9th and onwards 3 5 3 1 - - - - - -

    Bardic Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4 - - - - - - - - -
    2nd 5 2 - - - - - - - -
    3rd 6 3 - - - - - - - -
    4th 6 3 2 - - - - - - -
    5th 6 4 3 - - - - - - -
    6th 6 4 3 - - - - - - -
    7th 6 4 3 - - - - - - -
    8th 6 4 3 - - - - - - -
    9th and onwards 6 4 4 2 - - - - - -

    Nar Demonbinder Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    11st - - - - 3 2 - - - -
    12nd - - - - 3 3 - - - -
    13rd - - - - 4 3 1 - - -
    14th - - - - 4 3 1 - - -
    15th - - - - 4 4 2 - - -
    16th - - - - 4 4 2 - - -
    17th - - - - 4 4 2 1 - -
    18th - - - - 4 4 2 1 - -
    19th - - - - 5 4 3 2 - -
    20th - - - - 5 5 3 2 1 -



    Spoiler: Build Highlights
    Show
    Levels 1-5: Aurelius plays like the usual Bard, but has the stats to act as secondary melee'er. His Inspire Awe ability lets him soften up the enemy team rather than buff his own team, but Aurelius isn't the kind of guy to be a buffer. He'd rather terrify the enemy, Alter Self into something gribbly and hammer the enemy.

    Levels 6-10: Aurelius picks up a level in Fighter and then jumps straight into Spellsword. At this point, Aurelius has shaped up into a bardic gish - he buffs up, and throws down. Spellsword lets him wear heavier armor without fear of ASF getting in the way, and Channel Spell lets Aurelius smack choice target with a Hideous Laughter, shutting them down so the rest of the party can clean up. The bonus feat at 2nd level is used for Heighten Spell so that Talfirian Song can be taken at 9th, so by 10th level Aurelius can cast 4th level spells with a bit of chicanery. This in turn leads us to...

    Levels 11-15:...Demonbinding! Now Aurelius can play demonic warlord, and with his high charisma and access to buff spells either of his own ability or via UMD, he can now go from 5th wheel to head of his own demonic rabble. Another bonus is his Quasit familiar, which picks up his gishy BaB and hit points, allowing the familiar to enter the fray when safe, and at the very least means that it isn't a squishy bad of XP loss. He slips back into Spellsword after he learns how to craft an Iron Sign to keep up his physical prowess, but is still gishing it up like the best of of the best. This is the sweet-spot of Aurelius' build, complete with a signature trick - Channeled Plane Shift to the most horrible plane of existence he can think of.

    Levels 16+: At this point, Aurelius is just plain evil, both figuratively and literally. He can indulge in Planar Binding abuses, throw out Blasphemies that hurt no matter which alignment you are and he can even cast Imprisonment if he can get another bonus 8th level spell slot *coughcloakofcharismacough*. Sure, you can't channel it like you can with Plane Shift, but nothing says "I disapprove of your opposition to my actions" like entombing your enemies into the lowest depths of the world.


    Spoiler: Booklist
    Show

    Core (Player's Handbook, Dungeon Master's Guide, Monster Manual)
    Player's Guide to Faerun
    Unapproachable East
    Champions of Ruin
    Races of Faerun
    Complete Warrior
    Dragon Magic
    Dragon Magazine Compendium
    Races of the Dragon

  9. - Top - End - #309
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Meepo swears that all is honest, good masters
    Quote Originally Posted by Meepo
    Meepo the intelligent fighting dragon spellsword

    From level 1-4, it's like playing a normal wizard, you can use a light crossbow in addition to your spells. 5-16: You're a gish with some casting. At level 17 you get access to Persistent spells
    (To get enough spellcraft: Take 10, Spellhoarding +5 MWK tool: Spellcraft +2, Loresong +11, Headband of Intellect so Int +6, Familiar assist +2, Skill rank +20 = 56 Spellcraft)
    This is where the build really shines.

    Venerable Dragonwrought Spellhoarding Desert Kobold (if you dont mind the cheese)

    Taking Draconic passage of rite and greater Draconic passage of rite at level 6
    Draconic Passage of Rite: Identify 1/day (which doesn't need spell component)

    Spellhoarding removes all the disadvantages from Stallwart and Battle Sorcerer, since you dont have spells known anymore. Because you're casting as a wizard

    Point Buy: Str: 14 Dex: 16 Con: 16 Int: 14 Wis: 8 Cha: 8
    After Race/template mods: Str: 10 Dex: 18 Con: 16 Int: 19 Wis: 5 Cha: 11
    Stat increase:+5 Int

    If retraining feat is allowed you can retrain Draconic Ressoivoir to Knowledge Devotion

    at 20th level: 22 CL (24 Wings of Flurry)
    8th level spells


    Spoiler: Character Levels
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Sorcerer 1 +0 +0 +0 +2 Knowledge Planes, Religion, Local, Arcana 4, Concentration 4, Spellcraft 5 1st: Dragonwrought, Education, Flaw: Love of Nature
    1st Spellhoarding: Eschew Material, Scribe Scroll
    1st Battle Sorcerer: Weapon Focus: (Short Sword)
    Familiar: Hummingbird (+4 Initiative), Identify 1/day, Cast from Spell Hoard, Wizard Casting, Spell Hoard, Spell Hoard Burning, Spellcatching
    2nd Sorcerer 2 +1 +0 +0 +3 Knowledge Planes, Religion, Local, Arcana 5, Concentration 5, Spellcraft 5 None None
    3rd Sorcerer 3 +2 +1 +1 +3 Knowledge Planes, Religion, Local, Arcana 6, Concentration 6, Spellcraft 6 Draconic Ressovoir Identify 3/day
    4th Sorcerer 4 +1 +1 +1 +4 Knowledge Planes, Religion, Local, Arcana, Dungeoneering 7, Concentration 7, Spellcraft 7 None +1 Intelligence
    5th Fighter 1 +4 +3 +1 +4 Knowledge Planes, Religion, Local, Arcana, Dungeoneering 8, Concentration 8, Spellcraft 8 Weapon Finesse (Short Sword) Fighter Bonus Feat: Weapon Finesse (Short Sword)
    6th Spellsword 1 +5 +5 +1 +6 Knowledge Planes, Religion, Local, Arcana, Dungeoneering 9, Concentration 9, Spellcraft 9 Knowledge Devotion Ignore Spell Failure 10%
    7th Spellsword 2 +6 +6 +1 +7 Knowledge Planes, Religion, Local, Arcana, Dungeoneering 10, Concentration 10, Spellcraft 10 Extend Spell Bonus Feat: Extend Spell
    8th Spellsword 3 +7 +6 +2 +7 Knowledge Planes, Religion, Local, Arcana, Dungeoneering 11, Concentration 11, Spellcraft 11 None Ignore Spell Failure 15%
    9th Spellsword 4 +8 +7 +2 +8 Knowledge Planes, Religion, Local, Arcana, Dungeoneering 12, Concentration 12, Spellcraft 12 Arcane Thesis (Wings of Flurry) Channel Spell 3/day
    10th Spellsword 5 +9 +7 +2 +8 Knowledge Planes, Religion, Local, Arcana, Dungeoneering 13, Concentration 13, Spellcraft 13 None Ignore Spell Failure 20%
    11th Spellsword 6 +10 +8 +3 +9 Knowledge Planes, Religion, Local, Arcana, Dungeoneering 14, Concentration 14, Spellcraft 14 None Channel Spell 4/day
    12th Spellsword 7 +11 +8 +3 +9 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 15, Concentration 15, Spellcraft 15 Persistent Spell Ignore Spell Failure 25%
    13th Spellsword 8 +12 +9 +3 +10 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 16, Concentration 16, Spellcraft 16 None Channel Spell 5/day
    14th Spellsword 9 +13 +9 +4 +10 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 17, Concentration 17, Spellcraft 17 None Ignore Spell Failure 30%
    15th Spellsword 10 +14 +10 +4 +11 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 18, Concentration 18, Spellcraft 18 Practiced Spellcaster, Iron Will (Otyugh Multiple Channel Spell
    16th Incantatrix 1 +14 +10 +4 +13 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 19, Concentration 19, Spellcraft 19 Bonus Feat: Maximize Spell, Focused Study: (Enchantment banned)
    17th Incantatrix 2 +15 +10 +4 +14 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 20, Concentration 20, Spellcraft 20 None Cooperative Metamagic
    18th Incantatrix 3 +15 +11 +5 +14 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 21, Concentration 21, Spellcraft 21 Practiced Spellcaster Metamagic Effect
    19th Abjurant Champion 1 +16 +11 +5 +16 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 22, Concentration 22, Spellcraft 22 None Abjurant Armor, Extended Abjuration
    20th Abjurant Champion 2 +17 +11 +5 +17 Knowledge Planes, Religion, Local, Arcana, Dungeoneering, Nature 23, Concentration 23, Spellcraft, Spot 11, Knowledge Engineering 1 None Swift Abjuration

    Spoiler: Spells
    Show
    Spells per Day/Spells Known
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 1 - - - - - - - -
    2nd 4 2 - - - - - - - -
    3rd 4 2 1 - - - - - - -
    4th 4 3 2 - - - - - - -
    5th 4 3 2 - - - - - -
    6th 4 4 3 2 1 - - - - -
    7th 4 4 3 2 1 - - - - -
    8th 4 4 3 3 2 - - - - -
    9th 4 4 3 3 2 - - - - -
    10th 4 4 4 3 2 1 - - - -
    11th 4 4 4 3 2 1 - - - -
    12th 4 4 4 3 3 2 - - - -
    13th 4 4 4 3 3 2 - - - -
    14th 4 4 4 4 3 2 1 - - -
    15th 4 4 4 4 3 2 1 - - -
    16th 4 4 4 4 3 3 2 - - -
    17th 4 4 4 4 4 3 2 1 - -
    18th 4 4 4 4 4 3 3 2 - -
    19th 4 4 4 4 4 4 3 2 1 -
    20th 4 4 4 4 4 4 3 3 2 -

  10. - Top - End - #310
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    For the All is One, and the One is All
    Quote Originally Posted by Rohlerryn
    Rohlerryn
    N Steel Dragon (DoF or, for generic use, here) Wyrm of War (DoE) Sorcerer 3, Spellsword 10 (SI), Bloodclaw Master 1 (ToB)

    Motives are nothing to me. Motives are the drive for unfulfilled destinies.
    Prophecy, is that all about, the word of ancient wyrms spoken into the blood of younger siblings and, to an extent, to mortals.
    The Prophecy forge destinies and mine is to follow the path of the Might, fighting throught life, living thorought fighting.

    Don't ask why. As you may already know, it's all written.


    Base Stats: 16/10/16/10/10/14
    Race Adjusted: 16/10/18/10/10/16
    Final Stats: 18/10/18/10/10/18

    Level showdown
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Steel Dragon 1 +1 +2 +2 +2 6+intx4 Flyby Attack Poison Resistence, +1 Natural Armor
    2nd Steel Dragon 2 +2 +3 +3 +3 6+int - +1 Caster Level, +1 Char
    3rd Steel Dragon 3 +2 +3 +3 +3 - - SR 14, +1 Cost, +2 Natural Armor
    4th Steel Dragon 4 +3 +3 +3 +3 6+int Multiattack Breath Weapon, +2 Char
    5th Steel Dragon 5 +4 +4 +4 +4 6+int - SR 16, +2 Con, +3 Natural Armor
    6th Steel Dragon 6 +4 +4 +4 +4 - - Polymorph
    7th Sorcerer 1 +4 +4 +4 +6 2+int - +1 Spellcasting, Obtain Familiar
    8th Sorcerer 2 +5 +4 +4 +7 2+int Power Attack +1 Spellcasting
    9th Sorcerer 3 +5 +5 +5 +7 2+int - +1 Spellcasting
    10th Spellsword 1 +6 +7 +5 +9 2+int - Ignore Spell Failure 10%, +1 Spellcasting
    11th Spellsword 2 +7 +8 +5 +10 2+int Improved Bull Rush, Leap Attack Bonus Feat (Leap Attack)
    12th Spellsword 3 +8 +8 +6 +10 2+int - Ignore Spell Failure 15%
    13th Spellsword 4 +9 +9 +6 +11 2+int - Channel Spell 3/Day
    14th Spellsword 5 +10 +9 +6 +11 2+int Shock Trooper Ignore Spell Failure 20%
    15th Spellsword 6 +11 +10 +7 +12 2+int - Channel Spell 4/day
    16th Spellsword 7 +12 +10 +7 +12 2+int - Ignore Spell Failure 25%
    17th Spellsword 8 +13 +11 +7 +13 2+int Arcane Strike New Class Abilities
    18th Spellsword 9 +14 +11 +8 +13 2+int Feats
    19th Spellsword 10 +15 +12 +8 +14 2+int - Multiple Channel Spell
    20th Bllodclaw Master 1 +15 +14 +10 +14 2+int Quicken Spell Like Ability (Channel spell) Shifting 1/day, claws of the beast


    Spells
    Spells per Day/Spells Known
    Spoiler
    Show
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd 5 3 - - - - - - - -
    4th 5 3 - - - - - - - -
    5th 5 3 - - - - - - - -
    6th 5 3 - - - - - - - -
    7th 6 3 - - - - - - - -
    8th 6 4 - - - - - - - -
    9th 6 5 3 - - - - - - -
    10th 6 5 3 - - - - - - -
    11th 6 5 4 3 - - - - - -
    12th 6 5 4 3 - - - - - -
    13th 6 5 5 3 - - - - - -
    14th 6 5 5 3 - - - - - -
    15th 6 5 5 4 2 - - - - -
    16th 6 5 5 4 2 - - - - -
    17th 6 5 5 5 3 - - - - -
    18th 6 5 5 5 3 - - - - -
    19th 6 5 5 5 3 - - - - -
    20th 6 5 5 5 3 - - - - -

    Note that adding Maneuvers as following deduces one spell per day, already deduced for the amount


    Known Maneuvers
    Spoiler
    Show

    1st Level
    Sudden Leap
    Hunter's sense

    2nd Level
    Claw at the moon

    3rd Level
    Leaping Dragon Stance
    Soaring Raptor Strike

    4rd Level
    Death from Above

    5th Level
    Pouncing Attack

    Note that, since Wyrm of War doesn't seem to have a recovering method, those maneuvers may be considered as usable once a day.
    All maneuvers are considered took at the earliest level possible, via Wyrm of War, except for Pouncing Attack, that came from Bloodclaw Master level


    Instructions and qualification
    Spoiler
    Show
    Spellsword prerequisite are all met, but the proficiencies need specification: Wyrm of War grants Proficiency with all simple and martial weapons and with all armor as well for Maneuvers


    The Sage says: to get stronger, you have to survive

    Level 1
    Spoiler
    Show
    I tried to put up a Savage Species - like progression to Rhol, but those things are difficult calls if you're not the DM. So take it as a polite suggestion


    The Sage says: to get stronger, make the stronger fall

    Level 6
    Spoiler
    Show
    At this early level Rhol is basicly a Steel Dragon that banks on his mobility (Flyby Attack) and tries to full attack efficiently with natural weapons (Multiattack, Improved Multiattack). High constitution and d12 as racial dice should end in fairly good hp amount and natural armour should partially compensate lack of mundane armour.
    Mind that with Flyby Attack and Sudden Leap maneuver you're not supposed to be the meat shield


    The Sage says: to make the stronger fall, hit harder

    Level 10 - Spellsword preview
    Spoiler
    Show
    Arriving at the SI is also a turning point for the character. While Arcane Strike and Power Attack just add damage potential for the hit-and-run tactic, now Ignore Spell Failure opens up more tankish potential. While gear is not usually treated in this challenge, please note that a Mithral Chainshirt, a core item, has exactly 10% failure chance.


    The Sage says: to hit harder, make that the enemy can't hit you at all

    Level 13 - AKA the Sweet spot
    Spoiler
    Show
    In good time with a more static build, Channel Spell arrives. The signature ability of Spellsword now grants some great tactics.
    You can either Sudden Leap (swift), channel some nasty debuff spell and use another strike maneuver; or you can Flyby Attack into the fight, Full Attacking as normal and then keep Channel Spell for your last hit (Fireball on a Troll anyone?)
    Already having a good damage potential and few handful maneuvers, spells can be selected to buff and debuff


    The Sage says: if you followed all the Sage's advice, you're alive. But you're not wiser

    Level 20
    Spoiler
    Show
    At the end of the route, we have a true (albeit non standard) dragon. He can cast spells, attack with all his strenght against a powerful foe or multiple assailants while keeping dragon-like sturdiness thanks to armors up to Mithral Full Plate.
    It never occurred me to put up a dragon character so dragonlike without it being an NPC.

    But why Spellsword then?
    The secret ingredient is key in two major accomplishments:
    Allowing to don armour gives the build the obvious advantage of more armor class (wich is dearly needed) and the less obvious advantage to have it equipped with special effects (Fortification and Soulfire for example)
    On the other hand, Multiple Channeling spell + quickened Channeled spell via Quicken Spell Like Ability + a Strike Maneuver is a trademark finishing move, something that mirrors the fearful might of the nastiest Wyrms


    All is written, as I said.
    But only few Chanters know what's written.
    So it's safe to say that only the greatest of beings are bound to fate.
    It's a paradox, they say.
    I don't care much of such complex phylosophy.
    As long as you fight, you don't need to.
    By the way, most Ancients tremble before me. It's just a matter of time: I just have to start to grow old


    Sources
    Spoiler
    Show
    Monster Manual
    Dragons of Eberron
    Draconomicon
    Races of the Dragon
    Miniature handbook or Link
    Complete Warrior
    Complete Adventurer
    Tome of Battle

  11. - Top - End - #311
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Well, they say that Dragons are natural casters...
    Quote Originally Posted by Mekhil Krivim tibur Ptahzur
    Mekihl Krivim tibur Ptahzur

    Spoiler: Fluff
    Show

    Ptahzur woke up in a cold sweat; it was the same dream again. He was gazing up a glittering hill as an irrational fear fell over him. A flame flickered in the distance then a silhouette crested the top of the nearest hill. It was his mother. He just make out her face by the wreath of luminous sigils floating around her head. She looks as frightened as he currently feels. There is a deafening crackle and it all happens at once. His mother stops in mid stride, she tumbles forward without moving a muscle down the twinkling cascading hill, and her glowing halo fades. The corpse falls end over end and comes to rest near Ptahzur. He can feel the chill coming from her crystalized body and see the sightless dead eyes staring back at him before he wakes.

    Ptahzur grew up as a ward of the parish in the keeping of the priests of Garagos in Immilmar and they had filled in more of the history of that memory. His mother had been captive of a fierce white dragon when she had given birth to him. The priest weren't sure if the dragon had known about the presence of the baby Ptahzur, but the illumian woman had shielded the child from the worst of its tyranny until a party of adventurers came to slay the beast. The unfortunate woman was caught with a blast of breath, but the adventures heard the cries of Ptahzur rescued the babe from exposure, leaving him in Immilmar when they returned to civilization.

    Growing up in the church wasn't all bad. As he learned the teachings and rituals of the church, he still had plenty of time to study tactics of battle, the languages of the surrounding peoples, and the nature of magic. Ptahzur was especially interested in tactics that would weaken an enemy's position or demeanor on the battlefield. Ptahzur preferred the confines of the city, but sometimes, because of his affinity with languages he would travel to surrounding areas and act as translator. On one such trip was the first time he heard the Call. Ptahzur had always hated dragons, but during his studies he had learned that there were both good and evil dragon just as there was good and evil among all the humanoids. The Call came forth and cemented this concept into his being when Bahamut asked him to battle on the side of good against the evil spawn of Tiamat. As an illumian among humans, Ptahzur usually repressed his sigils to fit in more readily with the populace, so he was torn when he realized the sacrifices he would have to make to take up the Call. Could he further the agenda of Bahamut without submitting to the rituals and changes associated with it?

    Soon after the Call, Ptahzur separated from the church to begin his life's work of eradicating the scourge of evil dragons in Rashemon and beyond. He still thanked Garagos for the gifts of Strength and Destruction as was pleased to find that the techniques of fear that he had learned as a young cleric of war emulated the aura of fear projected by the mighty Bahamut. He traveled from city to city searching for wrongs to put right. Sometimes dragons we involved and sometimes they weren't. Most of the time he would join a group of adventurers to decrease the risk other times he would set out alone. Sometimes he would have to resort to the tricks he learned along the way, but sometimes he would prevail using force of arms alone.

    After one of these excursions, Ptahzur found an extraordinary book, which took a while to learn to read, but talked of wearing heavier armor without interfering with the arcane arts and also showed ways to accelerate the growth of his casting power if he specialized a bit more. Ptahzur did not yet have the require skills to follow the path set out in the book, but he experimented and found a different way to wear his armor that had an even better result and that he was sure would benefit from the lessons from the text as well. He started studying the Grimoire Archanamacha, as the book was titled, every night and he began to notice that the Call of Bahamut became stronger and stronger as he contemplated the teachings. It finally occurred to him that by completing the ritual to become a true child of Bahamut he could learn the skills required to follow the teachings in the Grimoire. He now only had to find the rarer components of the Ritual of Rebirth.

    Ptahzur was reborn Mekihl Krivim, but with some unforeseen side effects. He lost is illumian affinity to increase the power of magic and therefore had difficulty with the method he found of ignoring spell failure and the technique he was using to increase the power of his weapon. Luckily these hindrances would disappear when he followed the accelerated arcane teachings of the Grimoire. Krivim eventually was able to use his magic even in the heaviest armor and he also devised a way to imbue his heavy flail with detrimental magic that activated upon striking his enemies. Bahamut had a champion in the fight against Tiamat until the end of Krivim's long extended life.


    Spoiler: Crunch
    Show

    Chaotic Neutral Illumian Dragonborn of Heart Cleric 1/Hexblade 5/Spellsword 2/Suel Achanamach 4/Spellsword +8

    Starting Abilities: STR 15, DEX 12, CON 14, INT 12, WIS 12, CHA 14
    Increases to CON lvl 4, 8, 12, CHA lvl 16, 20
    Dragonborn adjustments: CON +2, DEX -2
    Final Abilities: STR 15, DEX 10, CON 19, INT 12, WIS 12, CHA 16


    Spoiler: The Path
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cleric 1 +0 +2 +0 +2 Concentration(3)3, Spellcraft(3)3, Know(arcana)(3)3, Speak Language(3) Dwarvish, Halfling, Gnomish Dreadful Wrath, Destruction Devotion(b), Strength Devotion(b) Turn Undead
    2nd Hexblade 1 +1 +2 +0 +4 Concentration(1)4, Spellcraft(1)4, Know(arcana)(1)4 Hexblade's Curse 1/day
    3rd Hexblade 2 +2 +2 +0 +5 Spellcraft(1)5, Know(arcana)(1)5, *Tumble(1)1 Subtle Sigil Iron Will Arcane resistance
    4th Hexblade 3 +3 +3 +1 +5 Know(arcana)(1)6, Tumble(2)3 Mettle
    5th Hexblade 4 +4 +3 +1 +6 Concentration(1)5, Tumble(2)5 **Dark Companion
    6th Hexblade 5 +5 +3 +1 +6 Concentration(1)6, Spellcraft(1)5, speak language(1) Ancient Suloise Improved Sigil(krau) Dragon Tail, Combat Casting(b) Hexblade's curse 2/day
    7th Spellsword 1 +6 +5 +1 +8 Jump(3)3 Ignore spell failure 10%
    8th Spellsword 2 +7 +6 +1 +9 Jump(1)4, Spellcraft(1)6, Know(arcana)(1)7, speak language(b) Draconic Power Attack(b)
    9th Suel Arcanamach 1 +7 +6 +3 +11 Concentration(2)8, Spellcraft(2)8, Know(arcana)(1)8 Entangling Exhalation Ignore spell failure 5%, tenacious spells
    10th Suel Arcanamach 2 +8 +6 +4 +12 Concentration(1)9, Spellcraft(1)9, Know(arcana)(1)9, Know(history)(2)2 Dispelling Strike 1/day
    11th Suel Arcanamach 3 +9 +7 +4 +12 Concentration(1)10, Spellcraft(1)10, Know(arcana)(1)10, Know(history)(2)4 Extended spellstrength
    12th Spellsword 3 +10 +7 +5 +12 Concentration(1)11, Spellcraft(1)11, Know(arcana)(1)11Skills Quicken Breath Ignore spell failure 15%
    13th Spellsword 4 +11 +8 +5 +13 Concentration(1)12, Spellcraft(1)12, Know(arcana)(1)12 Channel spell 3/day
    14th Spellsword 5 +12 +8 +5 +13 Concentration(1)13, Spellcraft(1)13, Know(arcana)(1)13 Ignore spell failure 20%
    15th Spellsword 6 +13 +9 +6 +14 Concentration(1)14, Spellcraft(1)14, Know(arcana)(1)14 Brutal Strike Channel spell 4/day
    16th Spellsword 7 +14 +9 +6 +14 Concentration(1)15, Spellcraft(1)15, Know(arcana)(1)15 Ignore spell failure 25%
    17th Spellsword 8 +15 +10 +6 +15 Concentration(1)16, Spellcraft(1)16, Know(arcana)(1)16 Channel spell 5/day
    18th Spellsword 9 +16 +10 +7 +15 Concentration(1)17, Spellcraft(1)17, Know(arcana)(1)17 Netherese Battle Curse Ignore spell failure 30%
    19th Spellsword 10 +17 +11 +7 +16 Concentration(1)18, Spellcraft(1)18, Know(arcana)(1)18 Multiple channel spell
    20th Suel Arcanamach 4 +18 +11 +8 +17 Concentration(1)19, Spellcraft(2)20, Know(arcana)(2)20 Ignore spell failure 10%

    *Skilled City-Dweller ACF (Cityscape web enhancement) trades Ride for Tumble
    **Dark Companion ACF


    Spoiler: The Spells
    Show

    Spells per Day(Spells Known) Cleric Hexblade Suel Arcanamach
    Level 0lvl 1st 2nd 3rd 4th 5th
    1st 3/-/- 1/-/- - - - -
    2nd 3/-/- 1/-/- - - - -
    3rd 3/-/- 1/-/- - - - -
    4th 3/-/- 1/-/- - - - -
    5th 3/-/- 1/0(2)/- - - - -
    6th 3/-/- 1/0(2)/- - - - -
    7th 3/-/- 1/1(3)/- - - - -
    8th 3/-/- 1/1(3)/- - - - -
    9th 3/-/- 1/1(3)/1(1) - - - -
    10th 3/-/- 1/1(3)/1(2) -/-/0(1) - - -
    11th 3/-/- 1/1(3)/2(2) -/-/1(2) - - -
    12th 3/-/- 1/1(3)/2(2) -/-/2(2) -/-/0(1) - -
    13th 3/-/- 1/1(3)/2(2) -/-/2(2) -/-/0(1) - -
    14th 3/-/- 1/1(3)/3(3) -/-/2(2) -/-/1(2) - -
    15th 3/-/- 1/1(3)/3(3) -/-/2(2) -/-/1(2) - -
    16th 3/-/- 1/1(3)/3(3) -/-/3(3) -/-/2(2) -/-/0(1) -
    17th 3/-/- 1/1(3)/3(3) -/-/3(3) -/-/2(2) -/-/0(1) -
    18th 3/-/- 1/1(3)/3(3) -/-/3(3) -/-/2(2) -/-/1(2) -
    19th 3/-/- 1/1(3)/3(3) -/-/3(3) -/-/2(2) -/-/1(2) -
    20th 3/-/- 1/1(3)/4(4) -/-/3(3) -/-/3(3) -/-/2(2) -/-/0(1)

    Spell list
    Cleric:
    0 Detect magic(2), Light
    1 Blade of Blood

    Hexblade:
    1 Tasha's Hideous Laughter, Treacherous Weapon, Death's Call

    Suel Arcanamach:
    1 Enlarge person, Karmic Aura, Color Spray, True Strike
    2 Bladeweave, Vertigo, Delusions of Grandeur
    3 Greater Mighty Wallop, Spell Vulnerability, Unluck
    4 Lower spell resist, Corporeal instability
    *5 Baleful Polymorph

    *If you have enough CHA for a bonus spell



    Spoiler: Level 5
    Show

    You start off as a pretty good debuffer with your automatic Dark Companion, a fear effect when you charge, full attack, or cast (Dreadful Wrath), and an optional free action curse. On top of this, you can activate Destruction Devotion and in the next round Strength Devotion to reduce the AC of any enemy you hit and get an extra slam attack per round. Subtle Sigil is mostly for fluff but allows you to use your Illumian sigil without drawing attention to the fact you are not human, and this feat choice will provide a mechanical benefit in the future. You can turn undead, but not very well, you mostly use it to fuel your Devotion feats so they are useful more than one battle a day. You get your CHA bonus to saves against spells and spell-like effects (Arcane Resistance) and you are not hindered by partial effects of attacks or spells if you make the normal Fort or Will save (Mettle).


    Spoiler: Level 10
    Show

    You take your 5th level of Hexblade to Grab Combat casting and another hex per day and Improved Sigil (krau) lets you treat one of your 1st level spells as a 2nd level spell in all regards but keep it in a 1st level slot which lets you get into the SI slightly earlier than you would have given the class choices. You get your first taste of Ignore spell failure, but you won't be using it yet because you can already cast in light armor. Power attack lets you take advantage of the reduced AC of the enemies you are hitting with Destruction Devotion to get more raw damage.

    Sometime in level 8 you go through the Ritual of Rebirth to become a Dragonborn of Heart which gives you a decent breath weapon that is based on HD and CON and can entangle the enemy. The rebirth also allows you to drop your two Illumian only feats and grab Iron will (prereq for your next prestige class) and Dragon Tail for an extra attack to use in conjunction with Destruction Devotion. You now don't qualify for Spellsword, but once you get your second level of Suel Arcanamach you requalify. Suel Arcanamach give you additional ignore spell failure percentage, spells that are harder to dispel, and Dispelling Strike 1/day.


    Spoiler: Level 15
    Show

    Now you are buffing yourself up with Greater Mighty Wallop which lasts for a reasonable amount of time due to Extended Spellstrength. You can channel your best debuff spell (unluck, vertigo, delusions of grandeur) into your weapon pre battle and get off a quickened breath that entangles anyone who doesn't have Evasion. Any time you use power attack you have a chance to sicken the enemy thanks to Brutal strike and you can also now wear a Breastplate with no chance of spell failure.


    Spoiler: Level 20
    Show

    You can now wear Full Plate with no spell failure and you can channel two spells into your Heavy Flail, use Spell vulnerability or Lower spell Resist as your first spell in order to alleviate some of the spell resistance and your best debuff as the second (Baleful Polymorph if you qualify for a 5th level spell, Corporeal instability or those mentioned above). You can also channel an arcane spell slot into a battle curse which gives you an attack buff and another possible debuff on your enemy.


    Spoiler: Put it all together
    Show

    Charge into battle with your Dark companion leading the way to activate Dreadful Wrath, using a power attack of at least -1(preferably at least -5 to give a tougher DC) to activate Brutal Strike, expend a spare spell for your Netherese battle curse, Curse your enemy as a free action, activate dispelling strike as a free action, and use your quickened breath weapon as a swift action. If the enemy fails all it's saves and both of your spells (spell vulnerability, delusions of grandeur) take effect, your enemy is starting the next round with -12 to attack and saves, -10 to skill and ability checks, -8 to spell resistance, -6 to damage, -4 to DEX, and -2 to AC and WIS plus he could have one of his buffs stripped. At the beginning of your next round you activate Destruction Devotion and get 5 attacks (4 iterative, tail) that each reduce the enemy's AC by 2 if they hit and the next round you activate Strength Devotion to add an additional slam attack. As your foe's AC decreases you can pump Power Attack more and more. If the fight lasts to the 4th round you can cast Bladeweave to have a chance to daze an enemy once a round. This is all assuming that you didn't use Baleful Polymorph in your initial charge to render your enemy useless.



    Spoiler: Options
    Show

    If flaws are available, Bind Vestige and Improved Bind Vestige to bind Focalor would give you an additional debuff or you could move Brutal Strike a bit earlier and grab Practiced Spellcaster for your Suel Arcanamach and maybe Daunting Presence. I converted to Dragonborn when I did for story purposes, but if you took Iron Will in place of Subtle Sigil and moved around your feats a bit you could delay on converting to Dragonborn until after level 10 and never disqualify yourself from your first two Spellsword levels.


    Spoiler: Sources
    Show

    Cityscape web enhancement: Skilled City-Dweller ACF
    Complete Arcane: Suel Arcanamach
    Complete Champion: Destruction Devotion, Strength Devotion
    Complete Mage: death's call, karmic aura
    Complete Warrior: Hexblade, Spellsword
    Draconomicon: lower spell resist, Quicken Breath
    Exemplars of Evil: treacherous weapon
    Lost Empires of Faerun: Netherese Battle Curse
    Player's Handbook: tasha's hideous laughter, enlarge, baleful polymorph, spell vulnerability, color spray, true strike, Iron Will, Combat Casting, cleric
    Player's Handbook 2: blade of blood, vertigo, Brutal Strike, Dark companion
    Player's Guide to Faerun: Dreadful Wrath
    Races of Destiny: Subtle Sigil, Improved Sigil (krau), Illumian
    Races of the Dragon: greater mighty wallop, Dragon Tail, Entangling Exhalation, Dragonborn
    Spell Compendium: bladeweave, unluck, corporeal instability, delusions of grandeur

  12. - Top - End - #312
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    After all, it is better to be feared than loved.
    Quote Originally Posted by Halfdan the Black

    (Source)

    Halfdan the Black, Witch-King of the Unseelie Court
    Primordial Half-Giant, Cleric 7/Nar Demonbinder 2/Spellsword 10

    Her strong enchantments failing,
    Her towers of fear in wreck,
    Her limbecks dried of poisons
    And the knife at her neck,

    The Queen of air and darkness
    Begins to shrill and cry,
    'O young man, O my slayer,
    To-morrow you shall die.'

    O Queen of air and darkness,
    I think 'tis truth you say,
    And I shall die to-morrow;
    But you will die to-day.

    ~Last Poems, Stanza III, by A.E. Housman


    The hawthorn tree sits silently in a sea of grass.

    "Mirabella," the voice calls. It is a small voice, from somewhere near the base of the tree. "Mirabella, Mirabella, you cannot hide from Halfdane the Black."

    The leaves shiver. The bark ripples and warps, and a face peers out, feminine features smoothing the tree's rough exterior. There is a stretching and a creaking, and soon Mirabella, hawthorn green with hair of leaves, steps free from her tree.

    "You are not welcome here, Busirane," she says in her rustling, reedy voice. "You and your master should leave this place."

    Busirane flutters his bat-like wings and lands on a branch of the great hawthorn. "You cannot keep Halfdan the Black from the courts, Mirabella," he says. "It is his birth-rite. He will come to claim the throne, Mirabella, to wrest it from your mistress. His axe will taste the blood of your soul-tree soon, Mirabella, should you stand in his way."

    Mirabella laughs at this, a joyous sound that makes her hawthorn shiver with delight. "The Queen of Air and Darkness fears no half-breeds from the mountains, demon," she says. "Yes, she knows all about Halfdan the Black, about his false claims to the throne. Any true fey blood is forever tainted by the base giant-blood that courses through his veins. He is soiled. He will have no part of the Unseelie Court. He will not set one foot in my Mistress' realm. Hear this, Busirane: we have prepared for your coming. Begone!"

    She speaks a harsh word, then, and it snaps through the air like a spark, catching on the ear. It is a terrible thing, to hear such harshness from such a lovely face. The air shimmers, and the demon is gone.

    "I wish you had not done that," comes a deep voice. Mirabella turns, startled, to see the hulking form clad in dark iron. He stinks of it - how did she not smell the reek of his metal from a thousand miles away?

    "Halfdan," she says. Mirabella is tall, almost seven feet high, but when she looks in the eyeslits set into his dark helm, they are eye to eye. "You should not have come here. Nay, you should not have come here, reeking of iron and bearing your fell servant. The Queen has evicted you from her realm. The penalty of trespassing is death."

    Behind the iron mask, she can see no expression, just the hint of his eyes. His voice is low and resonant, and she can feel it vibrating her branches like the reed of a piccolo. "She is no Queen of mine," he says. "She, whose very blood runs through my veins, seeks to cast me low? I will not have it. I will take the throne, and no tree-spirit will keep my blade from her neck."

    "We have prepared for your coming," Mirabella repeats. "Your magic will have no purchase hear. No demons will answer your beck and call." She reaches one hand into the hawthorn, and draws out a scimitar of hardened bronzewood. "You are powerless in my valley, half-blood. You should not have come here. Today, you will die."

    "I was hoping it would come to this," says Halfdan the Black, and though she is not sure, she thinks she hears a smile in his voice. He steps forward, surprisingly swift, and swings his great, black-bladed axe from his back. He strikes not at her, but at the great hawthorn tree behind her, strikes with surprising force, and it almost shatters under the blow. She staggers. "I don't need magic or demons to fell a tree," he says, and raises his axe once more, this time bringing it down toward Mirabella.

    She flinches, and tries to fight back, but her wooden scimitar cracks against the heavy iron of his greataxe. It scrapes her woody skin on its downswing, leaving a cold burn across her. She cries, tears of sticky sap oozing down her face. "Monster," she gasps. She flails at him, but her attacks bounce off of his heavy armor. "You will never be a king here. None of the fey folk will be loyal to you."

    "Loyalty is a lie," he says, the teeth of his axe biting wood. "I prefer subservience."


    Spoiler: Halfdan the Black
    Show

    Halfdan the Black
    NE Primordial Half-Giant, Cleric 7/Nar Demonbinder 2/Spellsword 10
    • Worshiper of Memnor
    • Death domain (traded for Death Devotion), Divine Magician
    • Speaks Common, Giant, Abyssal and Sylvan. Can speak any other language via tongues.


    Spoiler: Who is Halfdan the Black?
    Show

    "Who is this Halfdan the Black I keep hearing about?" The vice-regent shuffles papers around on his broad oak desk. "From the sounds of things, he is tearing through half of Faerie."

    "A usurper, my lord. A half-giant from the mountains. Claims he has the blood of the Queen of Air and Darkness in his veins," says Captain Broderick.

    The vice-regent laughs. "Well, good for him," he says. "It makes our job so much easier when the Fair Folk spend their time fighting each other."

    "I worry, my lord," says the Captain. "Halfdan the Black is perhaps a cure much worse than the disease."

    "Oh?"

    "He is fiercely proud of his giant heritage, you know," he says. "He wants to hearken back to the old days, when giants were ruled by warlocks rather than war-chiefs. He is a priest of Memnor, you know, the mage-god of the giants. He tried to broker an alliance between the Unseelie Court and the giants. He told them that he was the great great grandson of the Queen herself, that he could trace the human side of his lineage back up to Mordred, the human son she sired centuries ago."

    "Gods, are those stories real?" The vice-regent laughs. "I remember my nan telling me them as I grew up."

    "They are real to the Fair Folk, my lord," says the Captain. "Unfortunately for Halfdan, he was laughed out of the courts. They have no great love for giants there. But it is a terrible mistake to laugh at a servant of Memnor. That is a prideful god, and his priests are prideful men. Halfdan the Black did not take kindly to his curt dismissal. He called them fools for not listening to him, then said that the Queen of Air and Darkness was no true queen. He declared himself the true king of the Unseelie Court."

    "Oh?"

    "Oh yes, my lord," he says. "He said the age of queens is over, and vowed to strike the Queen from her throne."

    "The Queen is practically a god!" the vice-regent exclaimed. "What can one man do?"

    "One giant, my lord," he says. "One warrior-mage giant and an army of demons and devils. Halfdan the Black was trained in the traditions of the old Empire of Narfell. He binds fiends to his will. More than fiends, even. I have heard of men struck down by his axe only to stand and fight with him. I do not relish his chances, my lord, but Halfdan is... formidable."


    Racial Abilities:
    • Str -2, Dex -2, Int +4, Cha +4
    • Powerful build
    • Naturally psionic
    • Low-light vision
    • Fire acclimated (+2 racial bonus to saves versus fire spells and effects)
    • Stomp 1/day
    • Invisibility at will
    • Magical knack (+1 CL on all spell-like abilities)
    • +2 racial bonus on spellcraft and UMD


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cleric 1 +0 +2 +0 +2 Intimidate 2 ranks, knowledge (the planes) 4 ranks, knowledge (arcana) 1 rank, sense motive 2 ranks, spellcraft 3 ranks Death DevotionB, Psionic Weapon Rebuke undead, domains
    2nd Cleric 2 +1 +3 +0 +3 Intimidate 2.5 ranks, knowledge (the planes) 5 ranks, spellcraft 4 ranks, knowledge (religion) 1 rank
    3rd Cleric 3 +2 +3 +1 +3 Intimidate 3 ranks, knowledge (the planes) 6 ranks, knowledge (arcana) 2 ranks, knowledge (religion) 2 ranks Spell Focus (Conjuration)
    4th Cleric 4 +3 +4 +1 +4 Intimidate 3.5 ranks, knowledge (the planes) 7 ranks, knowledge (arcana) 3 ranks, knowledge (religion) 3 ranks
    5th Cleric 5 +3 +4 +1 +4 Intimidate 4 ranks, knowledge (the planes) 8 ranks, knowledge (arcana) 4 ranks, knowledge (religion) 4 ranks
    6th Cleric 6 +4 +5 +2 +5 Intimidate 4.5 ranks, knowledge (the planes) 9 ranks, knowledge (arcana) 6 ranks Iron Will
    7th Cleric 7 +5 +5 +2 +5 Intimidate 5 ranks, knowledge (the planes) 10 ranks, knowledge (arcana) 7 ranks
    8th Nar Demonbinder 1 +5 +5 +2 +7 Knowledge (the planes) 11 ranks, knowledge (arcana) 10 ranks Fiendish familiar, inimical casting
    9th Nar Demonbinder 2 +6/+1 +5 +2 +8 Knowledge (the planes) 12 ranks, knowledge (arcana) 12 ranks, spellcraft 5 ranks Fey Bloodline Iron sign
    10th Spellsword 1 +7/+2 +7 +2 +10 Knowledge (the planes) 13 ranks, knowledge (arcana) 13 ranks, spellcraft 7 ranks Ignore spell failure 10%
    11th Spellsword 2 +8/+3 +8 +2 +11 Knowledge (the planes) 14 ranks, knowledge (arcana) 14 ranks, spellcraft 9 ranks Power Attack Bonus feat
    12th Spellsword 3 +9/+4 +8 +3 +11 Knowledge (the planes) 15 ranks, knowledge (arcana) 15 ranks, spellcraft 11 ranks Deep Impact Ignore spell failure 15%
    13th Spellsword 4 +10/+5 +9 +3 +12 Knowledge (the planes) 16 ranks, knowledge (arcana) 16 ranks, spellcraft 13 ranks Channel spell 3/day
    14th Spellsword 5 +11/+6/+1 +9 +3 +12 Knowledge (the planes) 17 ranks, knowledge (arcana) 17 ranks, spellcraft 15 ranks Ignore spell failure 20%
    15th Spellsword 6 +12/+7/+2 +10 +4 +13 Knowledge (the planes) 18 ranks, knowledge (arcana) 18 ranks, spellcraft 17 ranks Arcane Disciple (Domination) Channel spell 4/day
    16th Spellsword 7 +13/+8/+3 +10 +4 +13 Knowledge (the planes) 19 ranks, knowledge (arcana) 19 ranks, spellcraft 19 ranks Ignore spell failure 25%
    17th Spellsword 8 +14/+9/+4 +11 +4 +14 Knowledge (the planes) 20 ranks, knowledge (arcana) 20 ranks, Collector of Stories skill trick Channel spell 5/day
    18th Spellsword 9 +15/+10/+5 +11 +5 +14 Knowledge (the planes) 21 ranks, knowledge (religion) 5 ranks, spellcraft 21 ranks Practiced Spellcaster (Nar Demonbinder) Ignore spell failure 30%
    19th Spellsword 10 +16/+11/+6/+1 +12 +5 +15 Knowledge (the planes) 22 ranks, knowledge (arcana) 22 ranks, spellcraft 22 ranks Multiple channel spell

    Spoiler: Cleric Spells
    Show
    Cleric Spells per Day (does not include bonus spells from high Wisdom)
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 1+1 - - - - - - - -
    2nd 4 2+1 - - - - - - - -
    3rd 4 2+1 1+1 - - - - - - -
    4th 5 3+1 2+1 - - - - - - -
    5th 5 3+1 2+1 1+1 - - - - - -
    6th 5 3+1 3+1 2+1 - - - - - -
    7th 6 4+1 3+1 2+1 1+1 - - - - -
    8th 6 4+1 3+1 2+1 1+1 - - - - -
    9th 6 4+1 3+1 2+1 1+1 - - - - -
    10th 6 4+1 3+1 2+1 1+1 - - - - -
    11th 6 4+1 3+1 2+1 1+1 - - - - -
    12th 6 4+1 3+1 2+1 1+1 - - - - -
    13th 6 4+1 3+1 2+1 1+1 - - - - -
    14th 6 4+1 3+1 2+1 1+1 - - - - -
    15th 6 4+1 3+1 2+1 1+1 - - - - -
    16th 6 4+1 3+1 2+1 1+1 - - - - -
    17th 6 4+1 3+1 2+1 1+1 - - - - -
    18th 6 4+1 3+1 2+1 1+1 - - - - -
    19th 6 4+1 3+1 2+1 1+1 - - - - -

    Divine Magician spells:
    1- Ray of enfeeblement
    2- False life
    3- Anticipate teleportation
    4- Enervation


    Spoiler: Nar Demonbinder Spells
    Show
    Nar Demonbinder Spells per Day/Spells Known (does not include bonus spells from high Charisma)
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - - - - - - - - - -
    5th - - - - - - - - - -
    6th - - - - - - - - - -
    7th - - - - - - - - - -
    8th - - - - 2 / 3 1 / 1 - - - -
    9th - 0 / 1 0 / 1 0 / 1 2 / 5 2 / 3 - - - -
    10th - 0 / 1 0 / 1 0 / 1 3 / 5 2 / 3 1 / 2 - - -
    11th - 0 / 1 0 / 1 0 / 1 3 / 5 2 / 3 1 / 2 - - -
    12th - 0 / 1 0 / 1 0 / 1 3 / 5 3 / 4 2 / 3 - - -
    13th - 0 / 1 0 / 1 0 / 1 3 / 5 3 / 4 2 / 3 - - -
    14th - 0 / 1 0 / 1 0 / 1 3 / 5 3 / 4 2 / 3 1 / 2 - -
    15th - 0 / 1 0 / 1 0 / 1 3 / 5 3 / 4 2 / 3 1 / 2 - -
    16th - 0 / 1 0 / 1 0 / 1 4 / 5 3 / 5 3 / 4 2 / 3 - -
    17th - 0 / 1 0 / 1 0 / 1 4 / 5 3 / 5 3 / 4 2 / 3 - -
    18th - 0 / 1 0 / 1 0 / 1 4 / 5 4 / 5 3 / 4 2 / 3 1 / 2 -
    19th - - - - - - - - - -

    Spells Known:
    1- Detect secret doorsF
    2- GlitterdustF
    3- TonguesF
    4- Hallucinatory terrainF, lesser planar binding, beltyn's burning blood, wall of fire, dismissal
    5- SeemingF, plane shift, flame strike, spell resistance, summon monster V
    6- MisleadF, geas/questD, greater dispel magic, fiendform
    7- SequesterF, blasphemy, fire storm
    8- Otto's irresistible danceF, greater planar binding

    FFey Bloodline spell
    DArcane Disciple spell
    Spoiler: Stats
    Show

    Starting stats (32-point buy):
    Before racial modifiers: Str 16/Dex 8/Con 12/Int 10/Wis 16/Cha 14
    After racial modifiers: Str 14/Dex 6/Con 12/Int 14/Wis 16/Cha 18

    Boost Charisma at every level.


    Spoiler: Level by level breakdown
    Show

    DARK WARRIOR (ECL 2-5)
    Big and brutal, Halfdan the Black begins his career as a powerful melee threat with a mix of magic. Thanks to Powerful Build and the fact that all giants are proficient in martial weapons, Halfdan the Black wields a large greataxe dealing a devastating 3d6 points of damage, damage which he can further boost with Psionic Weapon. The average CR 2 enemy has 20 hit points, which means that Halfdan the Black, with his boosted 5d6+3 axe swings, will be felling a CR-appropriate enemy every round.

    He also begins the game with the ability to power his weapon with negative energy each combat, causing foes to save or take a negative level. At these low levels, this is functionally a save-or-die. As a swift action that he can easily refresh with his rebuking, this can be activated every combat without so much as slowing him down. He can also unleash a DC 14 stomp to knock enemies prone. Though his dexterity is low, the cleric's heavy armor proficiency helps alleviate this, ensuring that Halfdan the Black can cut swaths through his foes and live to tell the tale. As he progresses in levels, he also picks up false life, giving him better hit points than a fighter.

    From the utility side of things, invisibility at will is surprisingly effective at these levels, especially when he also picks up silence as a spell. The combination of the two means that he can completely disappear from anything without alternate senses. While he is by no means a scout, there is a lot of usefulness there. He also has the general utility provided to him by his cleric spells, allowing him to heal, remove status conditions, debuff enemies or divine the future.

    WARRIOR-MAGI (ECL 6-10)
    Halfdan the Black begins to come into his own in these levels. Here, his spellcasting begins augmenting his fighting to a far greater degree. He picks up several new bits of defensive magic, such as anticipate teleportation, which helps prevent ambush and will stay powerful throughout all 20 levels (especially when combined with plane shift or dismissal. He also begins learning several all-day buffs, such as greater magic weapon and magic vestment. However, he is still primarily a warrior. In combat, he prefers swinging his axe to slinging spells.

    His biggest change comes when he focuses on the arts of demonbinding. Levels in Nar Demonbinder give him some immediately powerful spells, such as lesser planar binding. Whole tomes have been written on this spell alone; thanks to his cleric spells providing the abjurations such as magic circle and dimensional anchor, plus his fantastic Charisma, he is an excellent binder. Some great choices for binding include the nightmare (astral projection and etherealness at will, plus who doesn't want to ride a giant flaming demon horse?), the bearded devil (easy to bind and makes a great bodyguard) and the shadow mastiff (fantastic scout and tracker). He also gets access to some summoning, which works quite well alongside invisibility at will.

    However, that's not all that Nar Demonbinder provides him. He has several new offensive spells, such as wall of fire, flame strike and burning blood. He can plane shift, a utility spell that doubles as a save-or-die. He has defensive spells like spell resistance and dismissal, and his fey bloodline begins to manifest itself, opening up much-needed utility spells such as glitterdust, hallucinatory terrain and seeming.

    But Halfdan the Black is still primarily a melee fighter, and his greatest new melee toy is his quasit familiar, which permanently serves him. This familiar can share his buff spells, and uses his excellent base attack bonus when attacking. With alternate forms, DR and fast healing, he is a surprisingly effective combatant, and together you can make a fearsome team.

    Still, there are a few abilities that just need something to tie them all together. That something begins the very next level...

    THE WITCH-KING (ECL 11-15)
    Halfdan the Black truly comes into his own when he begins taking levels in Spellsword. From the very beginning, the increased attack bonus and ability to cast his Demonbinder spells in armor are an instant relief. He also picks up sixth level spells, which means the best debuff in the game, greater dispel magic, and one of the best buffs (especially when shared with his familiar), fiendform are available to him. Now he and his familiar can augment their otherwise mediocre physical stats by turning into a fearsome devil or fiendish creature.

    With the bonus feat Spellsword grants, he picks up a melee staple, Power Attack. This allows him to keep up CR-appropriate damage. It also works especially well with the other feat he picks up around this time, Deep Impact. Deep Impact lets him expend his psionic focus to make a melee attack as a touch attack. By psionically focusing when out of combat, he can now ensure that whenever he enters combat, he will have a way of either boosting his attack via Psionic Weapon or ensuring an easy hit with Deep Impact. This can allow him to power attack fully against a high-AC foe. It also can help him land channeled attacks.

    Which brings us to his next boon. Halfdan the Black makes terrific use out of the Spellsword's channel spell ability. It's worth going over the ability in full:

    Quote Originally Posted by Channel Spell
    At 4th level, a spellsword can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target.
    I've bolded some key points for emphasis. First of all, Halfdan can channel any spell he can cast. This means he can channel his cleric spells. I'll go into some excellent choices there in just a moment. Second of all, regardless of the casting, it is a move action for Halfdan to "charge" his greataxe with a spell. Finally, Halfdan can even channel area or ray spells through his axe.

    Bringing this all together, some of his earlier choices make far more sense. Why learn ray of enfeeblement and enervation when they require ranged attack rolls off of Halfdan's poor Dexterity? Because they can be absolutely devastating no-save effects when channeled, of course. Similarly, shivering touch is an extraordinarily deadly spell to channel.

    However, there are some other key spells that Halfdan can channel, and some of them are not offensive. You see, as a cleric, Halfdan the Black has access to one of the most powerful defensive spells in existence. I'm speaking of the oft-overlooked dweomer of transference. This spell converts any spells cast at him into harmless psionic energy. That's right - ANY spell, regardless of whether it allows SR, actually just feeds power points into Halfdan. This even includes area spells and effect spells. With dweomer of transference, you can become functionally IMMUNE TO MAGIC.

    So why isn't this spell used more often? Well, it can only be cast on a naturally psionic creature, and it has a minute-long casting time and a relatively short duration of one round per level. Halfdan the Black, however, can circumvent both of these restrictions. As a half-giant, he is a psionic creature, and thanks to Channel Spell, he can channel the spell into a gauntlet as a move action, and strike himself to activate it.

    Of course, this isn't all that Halfdan the Black gains at these levels. With seventh level spells comes the unparalleled blasphemy spell, which Halfdan can cast to hit any alignment thanks to Inimical Casting. Against other evil foes, he can even cast it as holy word, but channel it through his greataxe so that it does not also hurt himself or his allies. This no-save spell debuffs banishes and even kills enemies of all different stripes. He picks up more offensive area magic with firestorm as well. He also gains his third attack here, allowing him to seamlessly switch between powerful full attacks shared with his familiar and channeled spells.

    THE LORD OF THE UNSEELIE (ECL 16-20)
    Immediately at ECL 16, Halfdan the Black picks up what might be his most devastating attack. Thanks to the Domination domain granted by Memnor, mage-god of the giants, he learns one of the most powerful enchantments in existance: geas. This spell compels an enemy to do your bidding with no chance for a saving throw. While ordinarily the ten minute casting time keeps this spell from being used in combat, Halfdan the Black can channel it through his greataxe as a move action, allowing him to geas a foe mid-combat. Soon, however, he picks up another spell to rival geas as a channeled spell - otto's irresistible dance. Halfdan the Black can easily turn any enemy vulnerable to mind-affecting spells into his puppet.

    He also picks up the exceedingly powerful greater planar binding. This allows him to bind any enemy up to 18 HD - this includes such powerhouses as pit fiends, planetars and mariliths. Finally, he closes with +16 BAB, ensuring that he can make full attacks as powerful as any warrior, and multiple channel spell, which allows him to do things like channel two shivering touches at once, dealing 6d6 Dexterity damage to a single foe with one swing of the sword.


    Spoiler: On the nature of the Spellsword
    Show

    The Spellsword provides many abilities that are key to Halfdan the Black's success:

    SPELLSWORD CHASSIS: Full BAB allows Halfdan the Black to keep his BAB high despite taking a leve adjustment, and to reach the coveted +16 BAB. Though the skills are minimal, they let Halfdan the Black keep up key Knowledge skills as well as Spellcraft, which is augmented by his race.

    IGNORE SPELL FAILURE: With a low Dexterity due to his giant heritage, Halfdan the Black relies on armor to keep him standing. While his cleric spells don't mind heavy armor, his Nar Demonbinder spells certainly do. This lets Halfdan the Black cast his powerful Demonbinder spells in combat without sacrificing his defenses.

    BONUS FEAT: There are several key feats in this build, which means that without this bonus feat, Halfdan the Black would not have room for the melee staple of Power Attack. This would also prevent him from using Power Attack alongside Deep Impact as a high-damage combo.

    CHANNEL SPELL: The Spellsword's unique channeling ability is used to full effect here. Halfdan the Black has many powerful spells to channel, and he makes particularly good use of this ability by channeling spells such as geas and dweomer of transference in combat to circumvent their casting times, by channeling ray spells such as enervation so that he does not have to rely on his shaky Dexterity, and by channeling area effects such as holy word (via inimical casting) without hurting himself or his allies.

    Some excellent choices for Channel Spell include...

    • Greater dispel magic
    • Ray of enfeeblement
    • Enervation
    • Shivering touch
    • Inimical blasphemy
    • Geas/quest
    • Otto's irresistible dance
    • Dismissal
    • Dweomer of transference
    • Burning blood


    MULTIPLE CHANNEL SPELL: While multiple channel spell may seem like a trap, since it requires two actions to charge and two uses of the valuable Channel Spell ability, it can be particularly effective for stacking on debuffs. For example, channeling double shivering touch or double enervation can disable even the most powerful of foes.


    Spoiler: Questions and clarifications
    Show

    1. How is Halfdan qualifying for Spellsword?

    Halfdan the Black gains BAB and armor proficiencies from his cleric levels. He gains arcane casting from Nar Demonbinder, and while Nar Demonbinder does not natively allow him to cast second level spells, the feat Fey Bloodline adds glitterdust as a second level spell to his Nar Demonbinder spell list. While he does not have any second level spell slots, he can use higher level slots to cast lower level spells. In this fashion, he can cast second level arcane spells.

    As far as his martial weapon proficiency, his giant typing grants him that:

    Quote Originally Posted by SRD
    A giant possesses the following traits (unless otherwise noted in a creature’s entry).
    • Low-light vision.
    • Proficient with all simple and martial weapons, as well as any natural weapons.
    • Proficient with whatever type of armor (light, medium or heavy) it is described as wearing, as well as all lighter types. Giants not described as wearing armor are not proficient with armor. Giants are proficient with shields if they are proficient with any form of armor.
    • Giants eat, sleep, and breathe.
    Skills and required BAB are both easily met by the time Halfdan the Black takes a level in Spellsword. Regarding the requirement of beating someone without magic, with strength of arms, this is referenced in Halfdan's earlier vignette. Halfdan is a capable warrior even without the aid of spells, and as demonstrated in the level-by-level breakdown, can fell CR-appropriate foes with a single swing of his greataxe from his very first level.

    2. What about LA buyoff?

    Halfdan the Black was designed to reach 8th-level spells and +16 BAB even despite his level adjustment. However, if LA buyoff is allowed, you should certainly take advantage of it. An additional level of Nar Demonbinder would increase his caster level and give him the Master Summoner ability, which gives him a valuable +4 to his opposed checks when binding creatures. This means that, with level appropriate items, he can bind a pit fiend with almost no chance of failure!

    3. Planar bind a pit fiend? Seriously?

    Yes, seriously! Although it's not a guarantee, he can successfully bind a pit fiend 75% of the time with nothing but standard items. With maximum Charisma, as well as a Circlet of Persuasion, Halfdan the Black has a Charisma check of +14, versus the pit fiend's check of +8. Insight of good fortune lets him roll twice and use the best result. To ensure victory, however, he can use geas to give a command that the pit fiend cannot obey, thus lowering the pit fiend's Charisma check to the point where he can guarantee success.


    Spoiler: Sources
    Show

    • Expanded Psionics Handbook: Half-Giant race, Psionic Weapon, Deep Impact
    • Secrets of Xendrik: Primordial giant template
    • Unapproachable East: Nar Demonbinder
    • Complete Warrior: Spellsword
    • Complete Mage: Divine Magician alternate class feature
    • Complete Champion: Death Devotion
    • Dragon Compendium: Fey Bloodline
    • Complete Divine: Arcane Disciple, Practiced Spellcaster
    • Spell Compendium: All non-SRD spells, Domination domain


    Information on Memnor, the vengeful and arcane god of the giants, can be found primarily in Complete Divine and Faiths & Pantheons, with expanded domains on the Wizards website, found here.
    And wilt thou rudely tear them from thy breast,
    Listening supinely to a bigot's creed,
    Or tamely crouching to the tyrant's rod,
    Whose iron thongs are red with human gore?
    Never: but bravely bearing on, thy will
    Is destined an eternal war to wage
    With tyranny and falsehood, and uproot
    The germs of misery from the human heart.

    ~Queen Mab: A Philosophical Poem, by Percy Bysshe Shelley

  13. - Top - End - #313
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    This frog ain't gonna roll over for no car or log.
    Quote Originally Posted by Anti the Kinslayer
    Anti the Kinslayer
    Chaotic Evil Neraph Battle Sorcerer 11/Spellsword 9
    (Battle Sorcerer 6/Spellsword 5/Battle Sorcerer +3/Spellsword +4/Battle Sorcerer +2)

    Spoiler: Abilities, HP & Qualification Notes
    Show

    STR 14
    CON 14
    DEX 10
    INT 14
    WIS 10
    CHA 16 (+5=21 by level 20)
    (32 Point Buy)

    All Hit Dice are d8s (20d8+40 hp). With a maximized first HD and the rest averaged low/high this is a healthy 133 hp. The build's Vital Statistics are +17 BaB, 8th level Spells, 16 levels of Spells per Day advancement, and CL 20.

    Anti uses the Battle Sorcerer variant from Unearthed Arcana (which gives Medium BaB and Light Armor Proficiency, among other things) and trades his familiar for the Metamagic Specialist Alternate Class Feature in PHBII.

    As an Outsider (the Neraphim from Planar Handbook are Outsiders native to Limbo), Anti is proficient in all Simple and Martial Weapons automatically. Light Armor is upgraded to Heavy Armor through the use of two feats. Although these two feats may seem a bit wasteful, they get Anti past the need to lose another caster level dipping into a conventional Martial class, and thus are critical to get him to 8th level spells.

    Anti met the special requirement (and earned his title) when he killed his own brother in an honor duel at third level; the specifics of that story are below.


    Spoiler: Advancement Table
    Show

    Anti the Kinslayer
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Battle Sorcerer 1 +0 +0 +0 +2 Concentration 4, Knowledge (arcana) 4, Spellcraft 2, Spot 2, Use Magic Device 1 Armor Proficiency (Medium) Metamagic Specialist
    2nd Battle Sorcerer 2 +1 +0 +0 +3 Concentration 5, Knowledge (arcana) 5, Spellcraft 4 - -
    3rd Battle Sorcerer 3 +2 +1 +1 +3 Concentration 6, Knowledge (arcana) 6, Spot 3 Armor Proficiency (Heavy) -
    4th Battle Sorcerer 4 +3 +1 +1 +4 Concentration 7, Knowledge (arcana) 7, Spellcraft 6 - -
    5th Battle Sorcerer 5 +3 +1 +1 +4 Concentration 8, Knowledge (arcana) 8, Spot 4 - -
    6th Battle Sorcerer 6 +4 +2 +2 +5 Concentration 9, Knowledge (arcana) 9, Spellcraft 8 Arcane Strike -
    7th Spellsword 1 +5 +4 +2 +7 Concentration 10, Knowledge (arcana) 10, Spot 5 - Ignore spell failure 10%
    8th Spellsword 2 +6/+1 +5 +2 +8 Concentration 11, Knowledge (arcana) 11, Spellcraft 10 Extend Spell -
    9th Spellsword 3 +7/+2 +5 +3 +8 Concentration 12, Knowledge (arcana) 12, Spot 6 Blade of Force Ignore spell failure 15%
    10th Spellsword 4 +8/+3 +6 +3 +9 Concentration 13, Knowledge (arcana) 13, Spellcraft 12 - Channel spell 3/day
    11th Spellsword 5 +9/+4 +6 +3 +9 Concentration 14, Knowledge (arcana) 14, Spot 7 - Ignore spell failure 20%
    12th Battle Sorcerer 7 +10/+5 +6 +3 +9 Concentration 15, Knowledge (arcana) 15, Spellcraft 14 Quicken Spell -
    13th Battle Sorcerer 8 +11/+6/+1 +6 +3 +10 Concentration 16, Knowledge (arcana) 16, Spot 8 - -
    14th Battle Sorcerer 9 +11/+6/+1 +7 +4 +10 Concentration 17, Knowledge (arcana) 17, Spellcraft 16 - -
    15th Spellsword 6 +12/+7/+2 +8 +5 +11 Concentration 18, Knowledge (arcana) 18, Spot 9 Practiced Spellcaster Channel spell 4/day
    16th Spellsword 7 +13/+8/+3 +8 +5 +11 Concentration 19, Knowledge (arcana) 19, Spellcraft 18 - Ignore spell failure 25%
    17th Spellsword 8 +14/+9/+4 +9 +5 +12 Concentration 20, Knowledge (arcana) 20, Spot 10 - Channel spell 5/day
    18th Spellsword 9 +15/+10/+5 +9 +6 +12 Concentration 21, Knowledge (arcana) 21, Spellcraft 20 Peristent Spell Ignore spell failure 30%
    19th Battle Sorcerer 10 +16/+11/+6/+1 +9 +6 +13 Concentration 22, Knowledge (arcana) 22, Spot 11 - -
    20th Battle Sorcerer 11 +17/+12/+7/+2 +9 +6 +13 Concentration 23, Knowledge (arcana) 23, Spellcraft 22 - -


    Spoiler: Spell Table
    Show

    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4/3 2/1 - - - - - - - -
    2nd 5/4 3/1 - - - - - - - -
    3rd 5/4 4/2 - - - - - - - -
    4th 5/5 5/2 2/1 - - - - - - -
    5th 5/5 5/3 3/1 - - - - - - -
    6th 5/6 5/3 4/1 2/1 - - - - - -
    7th 5/6 5/4 5/2 3/1 - - - - - -
    8th 5/6 5/4 5/2 3/1 - - - - - -
    9th 5/7 5/4 5/2 4/1 2/1 - - - - -
    10th 5/7 5/4 5/2 4/1 2/1 - - - - -
    11th 5/7 5/4 5/3 5/2 3/1 - - - - -
    12th 5/8 5/4 5/3 5/2 4/1 2/1 - - - -
    13th 5/8 5/4 5/4 5/3 5/2 3/1 - - - -
    14th 5/8 5/4 5/4 5/3 5/2 4/1 2/1 - - -
    15th 5/8 5/4 5/4 5/3 5/2 4/1 2/1 - - -
    16th 5/8 5/4 5/4 5/3 5/3 5/2 3/1 - - -
    17th 5/8 5/4 5/4 5/3 5/3 5/2 3/1 - - -
    18th 5/8 5/4 5/4 5/3 5/3 5/2 4/1 2/1 - -
    19th 5/8 5/4 5/4 5/3 5/3 5/3 5/2 3/1 - -
    20th 5/8 5/4 5/4 5/3 5/3 5/3 5/2 4/1 2/1 -


    Spoiler: Spells Known (Acquisition Level, Source)
    Show

    0th: Detect Magic (1), Read Magic (1), Mage Hand (1), Dancing Lights (2), Ghost Sound (4), Prestidigitation (6), Arcane Mark (9), Detect Poison (12)
    1st: True Strike (1), Expeditious Retreat (3), Shield (5), True Casting (7, CM)
    2nd: Alter Self (4), Wraithstrike (7, SC), Whirling Blade (11, SC), Heroics (13, SC)
    3rd: Sleet Storm (6), Greater Magic Weapon (11), Heart of Water (13, CM)
    4th: Vortex of Teeth (9, SC), Resilient Sphere (13), Heart of Earth (16, CM)
    5th: Dimension Jumper (12, CM), Teleport (16), Toxic Weapon (19, PHBII)
    6th: Antimagic Field (14), True Seeing (19)
    7th: Bite of the Werebear (18, SC)
    8th: Moment of Prescience (20)


    Spoiler: Fluff
    Show

    "Why don't you fight me then, brother-mine. I challenge you to a duel with something deadlier than words," I shouted.

    After my declaration though, my elder brother Post did not quail in fear as I expected, but he smiled like a Slaad catching a snake. "Of course Anti, and as the challenged I shall set the terms. We shall fight as the nobles of our house have fought for a thousand years. Sword. Shield. Plate. No magic. Your foul Sorcery shant stain our house's honor in this match!" His shining suit of plate armor glinted in the light of three suns as if to mock my folly. At least the traditional armor training my mother had insisted on would come in handy.

    ***

    The Festival of Spawning saw many honor duels upon its ever-shifting sands, but rarely were they between nobles of the same house. Today though, the spectators were being treated to one, such as it was. They were, anyways, if you could call the thrashing I was taking at the hands of my sanctimonious brother a "duel".

    A blow with his sword finally cleaved my shield in twain (not that it was doing me much good, anyway, wasteful thing) and then a mighty bash from his own shield slammed me to the ground, my helmet knocked off and my head ringing. "Yield Anti! Call me your better!"

    Post had his sword at my neck, but could I yield? To that dimwit? I would have rather died! I grabbed up my sword and spun over the ground, exposing myself recklessly. But for some reason, my fool brother hesitated, pivoting his sword back from my neck rapidly and losing his footing in the sand. I stabbed up at him in desperation, and verily I felt my sword penetrate, by some blessing or curse or Fate. It rested in the crease at Post's shoulder, stabbing up into it between the plates and through his neck. My dear brother Post would neither speak nor move nor hesitate ever again.

    The raucous crowd was quieted, the only noise audible the ceaseless winds of Limbo. And somehow, all I could do in that silence was fill it with my laugh.

    ***

    I slew Post by mundane means alone, and yet they all called me cheat (I suppose that taught me the value of playing fair). An impossible blow without my magic, they all wrongly claimed, and a dishonorable one at that. I was Anti the Kinslayer forever more, judged and sentenced by mine own mother, exiled from House Unseen Axiom until the Lady dies and the Blood War ends.

    I needed them not; they were stupid and jealous, dull and hidebound. I would grow my power, sharpen my blade, and strike down all those that betrayed me, as I stuck down mine brother on the sands. Never again would I "play fair", for what was the value in that if all named me a liar? I swore only to always land my blade as I had landed it that day, and for the curse it left in its passing to rival the eternal chaos of Limbo itself.


    Spoiler: Channel Spell Usage
    Show

    By far, the biggest thing Spellsword brings to the table is Channel Spell, and Anti focuses most of his resources on exploiting this. Channel spell allows him to target a specific creature instead of a fixed area with long duration, no save Area spells. When one can't just leave a Sleet Storm, a Vortex of Teeth, or an Antimagic Field, things can get serious very quickly. However, in order for these Channeled Area spells to be landed, Anti has to hit; thus he puts a large amount of effort on hitting.

    There is some rules confusion if Channel Spell can be used with Effect spells that specify an Area such as Fog Cloud and Wall of Sand (SC), among others. Because of the rather degenerate and singularity inducing nature of some of these Effects Effect *Area* spells have been left alone.


    Spoiler: 5th level
    Show

    Vitals: +4 BaB, 5 levels of spellcasting

    General Combat Abilities:At this point, Anti is more or less a vanilla Battle Sorcerer based around buffs. The most potent of these by far is Alter Self, which he can use to transform into any Outsider with 5 HD or less (due to his Neraph race being of the Outsider type). This can net either useful movement speeds with Mephits or Natural Armor and Strength with more conventional combat forms. Some of the most potent forms available outside the SRD even have Large Size, the most terrifying of which is probably the Dwarf Ancestor from MM4. In general, a lot of Outsider forms are human shaped and should be able to wear the light armor Battle Sorcerer lets them cast in, allowing great AC when counting their natural armor in too.

    Skills:The lone UMD rank is to let you make the check and use your Cha should you ever need to UMD for some reason. The rest of our skills for the duration will go into Concentration, KA, Spellcraft, and cross-class Spot. Concentration is very useful in general for spellcasting, especially when one is in melee frequently. KA and Spellcraft fulfill some requirements and have additional value for various information gathering tasks. Spot is a critical skill to counter Hide when trying to hit things and even Cross-Class ranks of it are a strong choice.


    Spoiler: 10th level
    Show

    Vitals: +8 BaB, 8 levels of spellcasting

    Channelable Spells: Sleet Storm is a strong 3rd level spell for this purpose, both effectively blinding an enemy and cutting its land speed in half (worse with failed balance checks) for 8 rounds (or 16 rounds with Extend Spell). Vortex of Teeth does a ton of damage over time; at effective CL 9 due to the Blade of Force Feat, it will eventually deal (3d8 x 9 ~= average 121.5) force damage, enabling hit and run strategies using enhanced movement from Alter Self or Expeditious Retreat. Before Channeling Vortex of Teeth pre-combat, you may wish to cast True Casting to make sure you get by SR.

    Landing Hits: Alter Self often provides Strength, and sometimes size for reach. Wraithstrike is great for landing attacks, and True Strike is helpful if a bit awkward. Blade of Force lets you ignore incorporeal miss chance, and Arcane Strike (also acquired very early due to Battle Sorcerer, at level 6) gives a convenient to hit buff without eating precious actions.


    Spoiler: 15th level
    Show

    Vitals: +12 BaB, 12 levels of spellcasting, CL 15

    Channelable Spells: Antimagic Field has come online! Channeling an Antimagic Field onto a target will lockdown all their magic and even magic gear for 150 minutes, and being an Antimagic Field it happens to also be an incredibly difficult effect to get rid of (futilely spamming Mordenkainen's Disjunction is more or less all one can do). Hitting a lot of PC type builds with this pretty much results in a Mission Kill.

    In other news, Vortex of Teeth can be Extended now, and over its full 32 round duration will now do (3d8 x 32 ~= average 432) force damage. Vortex of Teeth is further enhanced as a tactic by use of Resilient Sphere, either on yourself, or if you're feeling lucky, the target. This lets you wait out the long duration of Vortex of Teeth and just watch the enemy die from the other side of the Sphere.

    Landing Hits: Most of the necessary stuff to get through defenses is here now; the build is fully mature. Quicken Spell (with Fast Metamagic) lets us rip off a True Strike as a swift action for a huge +20 Attack bonus and also lets us ignore all concealment miss chance. In addition, we have Greater Magic Weapon for a all day buff now, and last but not least, Whirling Blade.

    Whirling Blade lets us do a lot of cool things. Primarily it lets us land *melee* attacks (and thus Channel spell, and also thus it works with Wraithstrike) from 60 ft away. We can attack lots of enemies at once with it if we line ourselves up correctly too. We can even QUICKEN Whirling Blade, to make possibly a whole set of attacks as a swift action. Most impressively, if we have a Spell already Channeled pre-battle, we can quicken a Whirling Blade to land it on an enemy 60 feet away, then move action channel another spell, then standard action Whirling Blade to land that spell on a different enemy 60 feet in some other direction (or alternately, standard action Resilient Sphere to hide from retaliation)!

    Mobility and Kiting: Dimension Jumper and Heart of Water are both available now to prevent us getting pinned down easily (and Dimension Jumper helps us with eventual Heavy Armor speed reductions.) Dimension Jumper is especially good with Resilient Sphere and lets us pop in and out if we want.


    Spoiler: 20th level
    Show

    Vitals: +17 BaB, 16 levels of spellcasting, CL 20

    Channelable Spells: Not much new to mention here; Antimagic Field is more or less the top of the line when it comes to unfair uses of Channel spell, and Vortex of Teeth or Sleet Storm fill in pretty well against nonmagical opponents. Extended Vortex of Teeth is now up to a duration of 42 rounds and total damage of (3d8 x 42 = average ~567) force damage. We max out at 5 uses of Channel spell per day, and neglect the capstone to pursue 8th level spells (nothing really goes well with an Antimagic Field anyway :P).

    Landing Hits: Bite of the Werebear gives a massive Strength boost and Blind-Fight, and True Seeing also helps in the battle against random miss chances. Persisted Wraithstrike means you don't need to waste your much-needed swift actions on it anymore, and Moment of Prescience is your last ultimate Trump Card to force your hits and land Channel spell.

    Last Touches: Toxic Weapon is used in a very similar way to Channel Spell, so can give the build a little more endurance by using it as a very "soft" Channel substitute on a long working day. Teleport enables more extreme hit-and-run tactics with Vortex of Teeth. Heart of Earth is a great defensive buff that provides HP and DR as well as comboing well with Heart of Water.


    Spoiler: Gear Suggestions
    Show

    You need a Slashing Weapon to use Whirling Blade; for it to work right with Somatic Components it may also need to be one-handed; consult your DM.

    This build has good mobility tricks to enable heavy armor use once you build up enough ASF reduction. Stack on that Mithral Full Plate, and make sure to Alter Self into an Outsider that it fits. At late levels remember to Persist Expeditious Retreat, which more than cancels out Armor Speed issues.

    As usual any way to add utility spell use as a Sorcerer is great, don't ignore wands or similar (even Divine ones if you don't mind failing UMD occasionally, or buff it with gear).


    Spoiler: Sources
    Show

    Build Sources
    SRD: Sorcerer, many spells and feats
    Complete Warrior: Spellsword, Arcane Strike
    Unearthed Arcana: Battle Sorcerer variant
    PHBII: Metamagic Specialist ACF, Toxic Weapon
    Planar Handbook: Neraphim race
    Complete Arcane: Practiced Spellcaster, Persistent Spell
    Complete Mage: Blade of Force, True Casting, Heart of Water, Heart of Earth, Dimension Jumper
    Spell Compendium: Wraithstrike, Whirling Blade, Heroics, Vortex of Teeth, Bite of the Werebear

    Not Required at all but Mentioned
    Monster Manual 4: Dwarf Ancestor

  14. - Top - End - #314
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    What's his beef?
    Quote Originally Posted by Subjugator Sarlagiin
    Subjugator Sarlagiin
    Spoiler: Image
    Show


    Background
    Spoiler
    Show
    MEMORANDUM TO GRAND MARSHAL TRANGLESH

    Regarding Service Record of Subjugator Sarlagiin

    Warlord, in response to your query about the service history of Subjugator Sarlagiin, I have attached hist detailed service record. There are a number of details that stand out, and I would be remiss in my duties if I did not bring your attention to them.

    • Subjugator Sarlagiin has always been an exemplary soldier, even early in his career. He excelled in his studies at the academy, and embodies what it means to serve in your empire.
    • He spent a great deal of time studying the history of the ancient Sueloise Empire, and in doing so uncovered a rare and precious text, the Grimoire Arcana, that details a curious but effective fighting technique. More research into this technique may be required, given his success on the battlefield.
    • He is an accomplished staff fighter, perhaps the best we have had in a generation, and has a way of mixing it with magic that borders on the artistic.
    • He was part of the team that opened negotiations with the neighboring Drow nation beneath the Verdant Peaks. Part of that compact, as you know, was an exchange of ideas, magic, and education. Subjugator Sarlagiin taught the Drow much of what he had learned from the Academy, and in turn learned one of their fighting styles that leverages his staff fighting prowess.
    • He has requested a temporary transfer to teach a program at the Academy and share his success with future warriors.


    It is my recommendation that he be provided with the students, slaves, and other resources he needs to accommodate his request. The Empire can only benefit from his expertise.

    Respectfully,
    Arch-Preceptor Elgarak


    Build Table
    Spoiler
    Show
    Subjugator Sarlagiin
    LE Yak Folk Soulborn 1/Suel Archanamach 2/Spellsword 10

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills (cc) Feats Class Features
    7th Yak Folk (5HD +2LA) +5 +1 +4 +4 Concentration (3), Jump (3), Knowledge(Arcana) 3, Speak Language (Ancient Sueloise), Spellcraft (4), Tumble (3), Use Magic Device 1 Improved Initiative(B), Power Attack, Iron Will +8 Str, +4 Con, +4 Int, +4 Wis, +4 Cha, +7 Natural Armor, Body Meld, Command Genie, Darkvision 60ft., Use Staff
    8th Soulborn 1 +6 +3 +4 +4 Concentration 4, Jump 4, Spellcraft 5, Tumble 4 Combat Casting Aura, Smite Opposition 1/day
    9th Suel Arcanamach 1 +6 +3 +6 +6 Knowledge(Arcana) 9 Spellcasting, Ignore Spell Failure Chance 5%, Tenacious Spells
    10th Suel Archanamach 2 +7 +3 +7 +7 Concentration 7, Knowledge(Arcana) 11, Tumble 5 Dispelling Strike 1/day
    11th Spellsword 1 +8 +5 +7 +9 Concentration 9, Knowledge(Arcana) 12, Spellcraft 6 Improved Bull Rush Ignore Spell Failure 10%, +1 level of existing arcane spellcasting class
    12th Spellsword 2 +9 +6 +7 +10 Concentration 11, Knowledge(Arcana) 13, Spellcraft 7 Shocktrooper(B) Bonus Feat
    13th Spellsword 3 +10 +6 +8 +10 Concentration 13, Knowledge(Arcana) 14, Spellcraft 8 Ignore Spell Failure 15%, +1 level of existing arcane spellcasting class
    14th Spellsword 4 +11 +7 +8 +11 Concentration 15, Knowledge(Arcana) 15, Spellcraft 9 Weapon Focus(Quarterstaff) Channel Spell 3/day
    15th Spellsword 5 +12 +7 +8 +11 Concentration 16, Knowledge(Arcana) 16, Spellcraft 11 Ignore Spell Failure 20%, +1 level of existing arcane spellcasting class
    16th Spellsword 6 +13 +8 +9 +12 Concentration 17, Knowledge(Arcana) 17, Spellcraft 13 Channel Spell 4/day
    17th Spellsword 7 +14 +8 +9 +12 Concentration 18, Knowledge(Arcana) 18, Spellcraft 15 Two Weapon Fighting Ignore Spell Failure 25%, +1 level of existing arcane spellcasting class
    18th Spellsword 8 +15 +9 +9 +13 Concentration 19, Knowledge(Arcana) 19, Spellcraft 17 Channel Spell 5/day
    19th Spellsword 9 +16 +9 +10 +13 Concentration 20, Knowledge(Arcana) 20, Spellcraft 19 Ignore Spell Failure 30%, +1 level of existing arcane spellcasting class
    20th Spellsword 10 +17 +10 +10 +14 Concentration 21, Knowledge(Arcana) 21, Jump 5, Spellcraft 20 Eilservs School Multiple Channel Spell


    Ability Scores
    Spoiler
    Show

    Starting Ability Scores (including racial adjustments):
    Str - 24
    Dex - 15
    Con - 20
    Int - 14
    Wis - 12
    Cha - 18

    Final Ability Scores:
    Str - 28 (4th, 8th, 12th, 16th)
    Dex - 15
    Con - 20
    Int - 14
    Wis - 12
    Cha - 18


    Spells known, spells/day
    Spoiler
    Show
    Spells/day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - - - - - - - - - -
    5th - - - - - - - - - -
    6th - - - - - - - - - -
    7th - - - - - - - - - -
    8th - - - - - - - - - -
    9th 1 - - - - - - - - -
    10th 1 0 - - - - - - - -
    11th 2 1 - - - - - - - -
    12th 2 1 - - - - - - - -
    13th 2 2 0 - - - - - - -
    14th 2 2 0 - - - - - - -
    15th 3 2 1 - - - - - - -
    16th 3 2 1 - - - - - - -
    17th 3 3 2 0 - - - - - -
    18th 3 3 2 0 - - - - - -
    19th 3 3 2 1 - - - - - -
    20th 3 3 2 1 - - - - - -

    Spells known:
    1st
    Color Spray, Nerveskitter(SpC), Shield

    2nd
    Invisibility, Mirror Image, See Invisibility

    3rd
    Fly, Haste

    4th
    Baleful Blink(PHB2), Voice of the Dragon(SpC)



    Level Highlights
    Spoiler
    Show

    Level 7

    As a Yak Folk, Sarlagiin is a formidable melee combatant. He can hit very hard, has great natural armor, and his racial abilities give him some great versatility. He's a straightforward power attacker in combat, and an oddly effective infiltrator/scout using Body Meld and Command Genie. His ability to use magic staves is limited at this point because of WBL, but see the note in the Alternatives/Options section for a possible loophole with that. His one rank in UMD and a good charisma give him the shot at having far more versatility than your average front line fighter.

    Level 17 - Sweet Spot

    Sarlagiin is a capable of being a fearsome opponent in melee with nothing more than a big stick. He fights comfortably as an ubercharger (thanks to the bonus feat from Spellsword and Mirror Image), and can wear good armor (at this point he ignores 30% arcane spell failure, which means he can wear Mithril Fullplate without any casting penalty). He's got a useful handful of mostly buff spells, and Channels Baleful Blink when he faces a dangerous foe, or Color Spray when attempting to subdue a potential slave. He's got two other minor benefits, a 1/day Dispelling Strike, and a 1/day Smite that can be used against anyone with a chaotic or good alignment component.

    Level 20

    Level 20 brings a couple of new abilities to Sarlagiin. He can now utilize Multiple Channel to put both Baleful Blink and Color Spray into his strike, should he so choose. The Eilservs School feat is the other nice benefit here, which helps Sarlagiin break the action economy a bit by letting him activate a spell from a magic staff while attacking, or helps bump up his damage a little by adding a bonus to damage when using a magic staff that is still mostly full of charges. And, of course, since most magic staves are (quarterstaff) weapons as well, you can pop wand chambers into them, and have easy access to a bevy of handy wands.


    Alternatives/Options
    Spoiler
    Show
    If LA buyoff is allowed, Sarlagiin would be well advised to pick up two more levels of Suel Archanamach. It would further enhance his ability to wear the heaviest of armors and shields while still being able to cast, and gives him access to 5th level spells.

    If you're interested in particularly useful items, Sarlagiin would benefit from a staff of charming (getting him access to charm monster means he can snag a juicy target for Body Meld).

    And lastly, if you've got a desire for a hint of cheese, the Use Staff ability states that any given Yak Folk has a chance of having a magic staff equal to HD x 5%. While this is pretty clearly intended as an alternative method for generating treasure for an encounter with a Yak Folk, it isn't stated as such, which means that Sarlagiin has a straight percentage chance of getting free WBL.


    Sources
    Spoiler
    Show

    Player's Handbook (Power Attack, Improved Bull Rush, Dodge, Iron Will, Combat Casting, Two Weapon Fighting, Improved Initiative, Weapon Focus)
    Monster Manual 2 & 3.5 update booklet (Yak-folk)
    Drow of the Underdark (Eilservs School feat)
    Magic of Incarnum (Soulborn)
    Complete Warrior (Spellsword, Shocktrooper)
    Complete Arcane (Suel Archanamach)
    Spell Compendium (Nerveskitter, Voice of the Dragon)
    Player's Handbook 2 (Baleful Blink)
    Urban Class Features online article (Skilled City Dweller - Swap Ride for Tumble on Soulborn)

  15. - Top - End - #315
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    This one's a classic.
    Quote Originally Posted by Lawrence "Curly" Andmo
    Lawrence "Curly" Andmo
    CE Synad Jester 6/Thrall of Demogorgon 4/Spellsword 10
    "Why I Oughta..."




    Spoiler: The Story
    Show
    What is comedy? Since you're pretty smart for an imbecile, I guess I can humor you with a response.

    Some say that comedy is tragedy plus time. For me, the tragedy didn't start off the bat, though. My youth was actually pretty idyllic. Most synads have a sage oracle and a dry collective for their overmind, but I was different. Instead, I had Tragedy and Comedy as my personal companions, embodied in the form of the two faces that floated on my shoulders at nightfall. Where other Overminds were ghostly and impressionless, mine were lively and expressive--one had a wide, toothy grin affixed to his face while the other seemed on the verge of tears at any moment. As I listened to their whispers, I instantly knew what would get a laugh or tug at the emotions of my audience. I thought it was a gift from the gods, and I immediately enrolled at the closest bardic college--this very institution. A schmoe like me at a classy institution like this--what a joke, eh?

    After one semester and thousands of gold spent, my tragedy began. The professors confirmed what others had been mumbling the whole time: I wasn't cut out for this. I had been cutting instrumentation classes. My oratory skills were nonexistent, as I could barely even read in iambic penta...pendulum...panda...whatever it was. I had taken a dance class and passed it, but just barely. It seemed that comedy was my niche, and I was content to pursue it. But the professors had a different idea; they insinuated that if I couldn't be a well-rounded student and turn out just as good as the other bards who graduated from their institution, I may as well not be a student at all. It turned out that Cs did not, in fact, get degrees. I couldn't have agreed more. I parted ways with the bardic college and stopped parting ways with my coin. They say that comedy is tragedy plus time, but that's the biggest joke of all. Tragedy plus time is just stale, moldy tragedy. Nobody laughs about the Day of Mourning, am I right?

    Though my tragedy was smaller in scope, it was served with a helping of vengeance. I vowed that I would hone my craft and bring it back to this very college to show everyone what they'd missed in me. From then on, I took my show on the road. I became a master of insult comedy, and at first that was enough. But after a while, the crowds grew tired of hearing the same old putdowns. They wanted something real--something tangible. So I turned to slapstick, and for a while the pokes in the eye and the slaps on the head were enough. But a while came again, and the crowd yearned for more. So I added groin kicks, nose pulls, and prat falls. Once more, it was enough for a time but soon the crowd began clamoring for more. One thing led to another, but throughout it all it became clear: the thing that was funniest to the crowd was the misfortune of others. For some, comedy is seeing tragedy befall someone else.

    Over time, my act got edgier and more vicious, but always at the demands of my audience. You see, I'm a victim of coicumstance! Come to think of it, they probably should have started banning me around the time I switched from pies in the face to daggers in the back, but hindsight is 20/20. I may or may not have murdered someone on stage...accidents happen. Of course, it was only an accident at first. But when I heard the crowd's uproarious response, it became my favorite joke. Night after night, I heard more and more laughing as my shows grew bloodier and bloodier. There was a cabal of dark priests of Demogorgon hooting and hollering as my act got darker and edgier. Of course, one of them didn't think it was so hilarious when he became my "live volunteer" one night and wound up my "dead volunteer." Sheesh, turns out that everyone's a critic.

    Speaking of critics, there are always some uptight folks who are going to take up pitchforks and come after you. There have been a fair share of hecklers, death threats, and the like, but eventually you grow a thick skin. In my case, it was literal: thick scales grew over my skin, and I realized it as a blessing of Demogorgon. Over time, the voices of Tragedy and Comedy I used to hear over my shoulders became more sinister and twisted. I recognized them as the voices of Aameul & Hethradiah, the two heads of The Prince of Demons. Together, they guide me forward when others would do nothing but hold me back.

    Eventually, though, even my thick skin wasn't enough to protect me. When even that proved not to be enough I started studying how the warriors in the crowd at my shows could move about normally in such restrictive armor. I mastered the art to the point where I could do my whole act in full plate--let me tell you, it helped to take the sting out of getting a tankard of ale chucked at your head. I realized that I couldn't just survive on jokes alone, though, so I learned how to weave the bits of magic I'd picked up into my act. A bit of prestidigitation here to make it look like someone has soiled his trousers, a blade with a Feeblemind channeled into it there, it really took my act up a notch to the finely polished form of art you have the chance to witness today.

    But anyway, I've rambled. All that goes to say, I've brought you up on stage to answer your question. Comedy is the courage to live without fear, to say and do what others will not. Comedy is the ultimate expression of our freedom to break the rules. Which reminds me, I wanted to ask you--do you want to hear my favorite joke, Dean?

    Spoiler: The Build
    Show
    Point Buy Point Buy Racial Level Total Mod
    STR 6 14 0 0 14 +2
    DEX 2 10 0 0 10 +0
    CON 2 10 0 0 10 +0
    INT 4 12 0 0 12 +1
    WIS 5 13 0 0 13 +1
    CHA 13 17 0 5 22 +6

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Jester 1 +0 +0 +2 +2 Bluff 4, Intimidate 4, Know: Arcana 2 (cc), Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 4, Perform: Dance 4, Speak Language (Draconic, 1 Other) Thrall to Demon Jester's Audacity +1, Jester's Performance, Fascinate, Inspiring Quip
    2 Jester 2 +1 +0 +3 +3 Bluff 5, Intimidate 5, Know: Arcana 2 (cc), Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 5, Perform: Dance 5, Sleight of Hand 2, Speak Language (Draconic, 2 Others) Deflect ArrowsB Bonus Feat
    3 Jester 3 +2 +1 +3 +3 Bluff 6, Concentration 0.5 (cc), Intimidate 6, Know: Arcana 2 (cc), Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 6, Perform: Dance 5, Sleight of Hand 4, Speak Language (Draconic, 3 Others) Willing Deformity Taunt
    4 Jester 4 +3 +1 +4 +4 Bluff 7, Concentration 1 (cc), Intimidate 7, Know: Arcana 2 (cc), Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 7, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 5 Others), Spellcraft 0.5 (cc)
    5 Jester 5 +3 +1 +4 +4 Bluff 8, Concentration 2 (cc), Intimidate 8, Know: Arcana 2 (cc), Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 8, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 6 Others), Spellcraft 1 (cc), Conceal Spellcasting Bonus Feat (per table, but see below), Jester's Audacity +2
    6 Jester 6 +4 +2 +5 +5 Bluff 9, Concentration 3 (cc), Intimidate 9, Know: Arcana 2 (cc), Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Assume Supernatural Ability, Snatch ArrowsB Calming Performance, Bonus Feat (per text)
    7 Thrall of Demogorgon 1 +5 +4 +5 +5 Bluff 10, Concentration 5, Intimidate 10, Know: Arcana 3, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Scaly flesh +1, hypnosis
    8 Thrall of Demogorgon 2 +6/+1 +5 +5 +5 Bluff 11, Concentration 7, Intimidate 11, Know: Arcana 4, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Touch of fear
    9 Thrall of Demogorgon 3 +7/+2 +5 +6 +6 Bluff 12, Concentration 8, Intimidate 12, Know: Arcana 6, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Dragon Prophesier Reaching Touch
    10 Thrall of Demogorgon 4 +8/+3 +6 +6 +6 Bluff 12, Concentration 9, Intimidate 13, Know: Arcana 9, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Scaly flesh +2, dual actions
    11 Spellsword 1 +9/+4 +8 +6 +8 Bluff 12, Concentration 10, Intimidate 13.5, Know: Arcana 10, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Ignore Spell Failure 10%
    12 Spellsword 2 +10/+5 +9 +6 +9 Bluff 12, Concentration 11, Intimidate 14, Know: Arcana 11, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Prophecy's Mind, Combat PanacheB Bonus feat
    13 Spellsword 3 +11/+6/+1 +9 +7 +9 Bluff 12, Concentration 12, Intimidate 14.5, Know: Arcana 12, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Ignore Spell Failure 15%
    14 Spellsword 4 +12/+7/+2 +10 +7 +10 Bluff 12, Concentration 13, Intimidate 15, Know: Arcana 13, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Channel Spell 3/day
    15 Spellsword 5 +13/+8/+3 +10 +7 +10 Bluff 12, Concentration 14, Intimidate 15.5, Know: Arcana 14, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Prophecy's Shaper Ignore Spell Failure 20%
    16 Spellsword 6 +14/+9/+4 +11 +8 +11 Bluff 12, Concentration 15, Intimidate 16, Know: Arcana 15, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Channel Spell 4/day
    17 Spellsword 7 +15/+10/+5 +11 +8 +11 Bluff 12, Concentration 16, Intimidate 16, Know: Arcana 17, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Ignore Spell Failure 25%
    18 Spellsword 8 +16/+11/+6/+1 +12 +8 +12 Bluff 12, Concentration 17, Intimidate 16, Know: Arcana 19, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Evil's Blessing Channel Spell 5/day
    19 Spellsword 9 +17/+12/+7/+2 +12 +9 +12 Bluff 12, Concentration 18, Intimidate 16, Know: Arcana 21, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Ignore Spell Failure 30%
    20 Spellsword 10 +18/+13/+8/+3 +13 +9 +13 Bluff 12, Concentration 19, Intimidate 16, Know: Arcana 23, Know: Local 2, Know: Religion 2 (cc), Perform: Comedy 9, Perform: Dance 5, Sleight of Hand 5, Speak Language (Draconic, 8 Others), Spellcraft 1 (cc), Conceal Spellcasting Multiple Channel Spell

    Spells Per Day
    Level 0 lvl 1st 2nd 3rd 4th 5th 6th
    1st 2
    2nd 3 0
    3rd 3 1
    4th 3 2 0
    5th 3 3 1
    6th 3 3 2
    7th 3 3 2 0
    8th 3 3 2 0
    9th 3 3 2 0
    10th 3 3 3 1
    11th 3 3 3 2
    12th 3 3 3 2
    13th 3 3 3 2 0
    14th 3 3 3 2 0
    15th 3 3 3 3 1
    16th 3 3 3 3 1
    17th 3 3 3 3 2
    18th 3 3 3 3 2
    19th 3 3 3 3 2 0
    20th 3 3 3 3 2 0

    Spells Known
    Level 0 level 1st 2nd 3rd 4th 5th 6th Specific Spells
    1st 4 Detect Magic, Mage Hand, Prestidigitation, Create Water (aka Squirting Flower)
    2nd 5 2 Dancing Lights, Color Spray, Grease (aka Banana Peel)
    3rd 6 3 Mending, Silent Image
    4th 6 3 2 Alter Self, Glitterdust (aka Poke in the Eyes)
    5th 6 4 3 Reduce Person, Touch of Idiocy (aka Dope Slap), Trade out Color Spray for Shocking Grasp (aka Joy Buzzer)
    6th 6 4 3
    7th 6 4 4 2 Mirror Image (aka Funhouse Mirror), Haste, Suggestion
    8th 6 4 4 2
    9th 6 4 4 2
    10th 6 4 4 3 Bestow Curse
    11th 6 4 4 3
    12th 6 4 4 3
    13th 6 4 4 4 2 Stinking Cloud (aka Fart Bomb), Polymorph, Dimension Door
    14th 6 4 4 4 2
    15th 6 4 4 4 3 Freedom of Movement
    16th 6 4 4 4 3
    17th 6 4 4 4 3
    18th 6 4 4 4 3
    19th 6 4 4 4 4 2 Greater Invisibility, Feeblemind (aka Dope Slap, Greater), Hold Monster
    20th 6 4 4 4 4 2

    Spoiler: Tactics
    Show
    • Levels 1-5: The jester is an underutilized base class from Dragon Magazine Compendium which provides an interesting combination of buffing and debuffing options. At these levels, you gain a +2 dodge bonus to AC, the ability to fascinate crowds, and jester's performances. While Inspire Courage is a +1 at this level, Inspiring Quip allows you to give your allies a +2 to attacks without the need to invest resources in boosting it like Inspire Courage does. Your main ability, though, is Taunt. This ability is like the Goad feat on steroids, as it works at range and draws the ire of your foes even if they're normally spellcasters. Your opponent charges at you if able, even if that provokes Attacks of Opportunity. Now, granted, they avoid immediately dangerous terrain, but if you can grab a lesser rod of Invisible Spell and lay down some Invisible Grease, your opponent will charge at you, only to slip on the ground itself. Granted, Taunt requires you share a language with your target, so we've invested some ranks in Speak Language. At level 4, you snag Alter Self and Glitterdust like any good bard would, followed by a dose of Touch of Idiocy and Reduce Person at level 5. Also, since you've got Glitterdust now, you can trade out Color Spray for something that'll be useful for channeling like Shocking Grasp.
    • Levels 6-10: At level 6, you gain the ability to snatch arrows, which is something the bards in town aren't even doing. Additionally, you gain the ability to make all creatures you've fascinated friendly to you for an hour, thus allowing you to play the Diplomancer without a single rank in Diplomacy. But the real star of the show at this level is the feat Assume Supernatural Ability, which allows you to take on the Supernatural (Su) abilities of your Alter Self forms. This will come in handy since you're an aberration and you can change shape into a choker. Snag the choker's quickness, and you can take an extra standard or move action each round! You need to pass a Will save to do this in combat, and you take a -2 on attacks when using it, but Inspiring Quip can balance out that penalty quite nicely. At level 7, Haste comes online alongside Mirror Image and Suggestion (just one level after the bard gets it as a class feature but without the need to fascinate targets first) and we enter Thrall of Demogorgon. We snag some natural armor alongside reach and some SLAs, but the PrC gives us two main boons. First: proficiencies! Not only do we gain proficiency with all martial weapons (which we'll need for our SI), but we gain proficiency with all armor and shields. The way this is written, that includes exotic armor and shields, so go nuts! The second boon, though, is the big one: Dual actions! It's only 2/day, but we can take 2 full rounds worth of actions. While other bards are only attacking twice per round (maybe 3 times with haste), we can drop 8 attacks in one round (2 from full attacking, 1 from haste, 1 from Choker's Quickness, and then do it all again with Dual Actions)!
    • Levels 11-15: We've entered into our Secret Ingredient, and for more information about what we do with that, take a look at Use of the Secret Ingredient, below. We snag Prophecy's Mind to make use of the fact that we've chosen a psionic race; whenever we'd be killed by an attack we can expend our psionic focus to instead be reduced to 0 HP. Consider it a Get out of Death Free card, usable whenever you're psionically focused (which should be practically all the time). Prophecy's Shaper also comes online, allowing free access to spell empowering 1/round whenever we're in prophetic favor (which is a LOT, since you get a ton of uses and they each last for a while). Stinking Cloud comes on board to help our debuffing game, Polymorph gives us even more options for shapeshifting (are you jealous, bards?), and we snag both Dimension Door & Freedom of Movement to up our utility and defensive abilities at once. Dimension Door has a fun interaction with the Choker's Quickness, since you can use your regular round's worth of actions first and then take the extra standard granted by Quickness to Dim Door out of danger. Sure, you can't take any other actions on your turn after that, but you've already used a full turn's worth and then some!
    • Levels 16-20: We complete the Secret Ingredient, finishing up with three great spells in Greater Invisibility, Hold Monster, and Feeblemind. We also preserve our fourth iterative attack, meaning we could get as many as 12 attacks in one round (4 full attack+1 haste+1 Quickness and do it all again with Dual Actions). Also by this level, we've got a little bit of gold to toss around on the Suggested Gear listed below if you haven't already picked it up along the way. Our main weakness is that Reflex save, and our saves in general could use some bolstering. Evil's Blessing gives us a quick and easy way to snag CHA to saves for a few rounds. Even though it's usually not the best due to its standard-action activation, Choker's Quickness allows us an extra standard action in a round so we can activate and still carry on with our normal lives. Better yet, if you damage a creature with the good subtype or an aura of good, your bonus is doubled! So even if you manage to get a schtick traveling with a noble paladin (somehow), you can give your party members a little poke to enjoy 2x CHA to saves!

    Spoiler: Use of the Secret Ingredient
    Show
    • Prerequisites:
      • BAB +4: In terms of the BAB prerequisite, the build uses the average BAB jester but moves into the full BAB Thrall of Demogorgon. In fact, over the course of the build not only do we maintain four iterative attacks, but we only lose 2 BAB over a full BAB build.
      • Knowledge (arcana) 6 ranks: 2 cross-class ranks are required to get into Thrall of Demogorgon, which opens it up as a class skill so we can invest 6 ranks by the time we enter the SI, and we never look back. We keep investing in it until it's maxed, but not just to say we did it. No, no! We also use these ranks to qualify for our Dragon Prophesier feat tree as well as to set the duration of our prophetic favor.
      • Proficiencies: Thrall of Demogorgon once again provides what we need to get into Spellsword, here in the way of proficiency with simple/martial weapons as well as all armor and shields. If you want to rock heavy armor and a shield, go for it...but the way it's written, you could also pick up any exotic armor or shield that you'd like! It doesn't hurt that we can reduce Arcane Spell Failure, but more on that later.
      • 2nd-level spells: We only need 1st level spells to get into Thrall of Demogorgon, but Prophecy's Shaper needs 2nd level spells (not to mention ranks in Knowledge: arcana). Luckily, we've got both!
      • Special: it's easy to kill unsuspecting schmoes when they think they're a volunteer in a comedy show. Of course, you're no wimpy wizard--if your DM isn't down with the "dead volunteer," you've got the BAB and combat chops to defeat a foe in honest combat as well.
    • Spellcasting: The half-casting progression of Spellsword is usually enough to hamper any serious spellcaster who could otherwise receive 9th-level spells. However, if we slap it on a class like jester that already has only 1-6 with slow progression, you wind up not missing out on that much. You only miss out on 1 level of spells (and a limited number of them at that) in exchange for a litany of class features from Thrall of Demogorgon and some great ones from Spellsword. Plus, not to mention that half-casting looks good after the spellcasting progression of Thrall of Demogorgon!
    • Ignore Spell Failure: Over the course of 10 levels, you get to remove 30% of your arcane spell failure. This is a decent way to add the ability to cast in light armor to the jester--something the class was sorely missing vs. its big brother the bard. However, I wasn't content to stop at 30%. I challenged myself to find an armor/shield setup that had more than a 100% arcane spell failure and bring it to 0%. I present to you--Mountain Plate with a Tower Shield! Starting arcane spell failure for the combo is 110%, lowered to 80% by our Secret Ingredient. Making both from Blended Quartz (A&EG) brings each down by 20% for a 40% total. Using the twilight enhancement brings both down by a further 10% each, for a total ASF of 20%. Lastly, the feycraft and githcraft item templates from the DMGII will lower the ASF of each by another 5% per template...but you can actually use both if the items are made by a gith under the effects of fey magic! That brings our ASF down by the final 20%, allowing us to be a mechwarrior with 0% arcane spell failure.
    • Bonus feat: Combat Panache really adds a lot of fun to this build. It allows you three different tactical maneuvers, each with their own fun and flavorful options:
      • Fortuitous Tumble: Make a Bluff check as a move action after a foe hits you to force it to hit another creature. Whether it's your party's Big Stupid Bucket of Hit Points or one of your enemy's allies, the important thing is that it's not YOU.
      • Play Dead: 1/encounter you can make your foes flatfooted, which will make your Channeled Spells easier to hit. Also, you can use this in conjunction with Prophecy's Mind to avoid being killed by something that should kill you, but leave everyone thinking it still has. Lastly, you can always combine it with a Greater Invisibility or an Alter Self to die and disappear or appear as a member of the opposition. Either way you slice it, this causes your foes to stop considering you a threat...even though you never stop being a threat!
      • Sneering Glower: Make an Intimidate check as a move action after dealing damage to a foe to impose a penalty to his attacks equal to your CHA. Essentially, this is CHA to AC vs. one foe. Combine it with the jester's Taunt performance for maximum efficacy; your enemy has to charge at you and attack you if he can, but even when he does he's got a steep penalty to attacks!
    • Channel Spell: While this ability is fun, it requires a move action to activate so you're not using it alongside a full attack, right? Wrong. Since you're an aberration, use Alter Self to change into a Choker. Assume Supernatural Ability and the Choker's Quickness ability allows you an extra move or standard action each round. This means that you can channel a spell and then full attack. Granted, the spell still only goes off on the first attack, but you can still follow up with extra attacks against the same or other foes. Furthermore, Prophecy's Shaper allows you to empower your channeled spells. For those who might not believe this feat affects SLAs, I'd argue that it functions the same way as the Sudden X metamagic feats, which stipulate:
      Quote Originally Posted by Complete Arcane, pg 71
      Sudden Metamagic Feats: These metamagic feats don't require modified spell slots, and so they work as well with spell-like abilities or invocations as they do with spells...
      Thus, not only can you channel spells and still make full attacks, but you can channel Empowered spells! The jester's spell list is specifically tailored to this ability as it's chock-full of debuffs, but you can also use a weapon that does nonlethal or negligible damage to deliver buff spells to your allies...did someone say Alter Self Other? Due to the unique wording of the ability, you can channel any spell no matter what the target typically is. However, if your DM argues that this only applies to spells that target creatures or areas, you can still keep channeling Glitterdust for a Poke in the Eyes or Stinking Cloud for a fart bomb to your heart's content!
    • Multiple Channel Spell: Here are the problems with this ability: it takes a move action to channel each spell (so that's 2 move actions), and the fact that it takes up 2 uses of Channel Spell means you can only use it 2/day max. However, you know what else you can use 2/day? That's right--Thrall of Demogorgon's Dual Actions! Partnered with the Choker's Swiftness from Assume Supernatural Ability, you can use 2 move actions and two full attacks in the same round! So you can double channel two empowered spells into your first attack, then finish a full attack and follow up with either a second full attack or a move action channel & standard action attack in the same round (if you wanted to use up that last use for the day). Since the Jester's spell list involves a lot of Will-save spells, you can stick an Empowered Touch of Idiocy upfront for a 1d6+1d3 penalty to INT, WIS, and CHA...which means a penalty of anywhere between -1 and -4 to Will saves. Your second channeled spell can be anything you desire, but if you really want to put the screws to a caster you can hit them with Feeblemind. Usually resisted with a strong Will save, the Touch of Idiocy helps to make sure that won't be an issue. If you want to be more tame, though, you can use your Choker's Quickness/Dual Actions/multiple channel combo to channel four spells into two standard action attacks in the same round. As mentioned above, you can use this to channel 4 debuffs into your foes or 4 buff spells into your allies (if they don't mind a bit of damage). If you want to be less tame, you can cast Haste first for two extra attacks...or you can scroll down to Adaptation and check the Extra Cheese bullet. But you've been warned.

    Spoiler: Suggested Gear
    Show
    Larry's a happy guy with even the most basic gear--spec him with a longsword, full plate, and a tower shield right out of the Player's Handbook and he's right as rain. To be clear, Larry doesn't rely on any items for his combos to work. However, if your DM lets you acquire specific items along the way to kick it up a notch, you can't go wrong with any of the following...

    • Belt of Battle: I expect this item to be mentioned a lot this round, but we've got such a good trick with it that I've got to list it here. This item is activated as a swift (mental) action, which means that using Synad Multitask we can activate it twice in the same round 1/day. This grants us two free move actions that can be used to power up Multiple Channel Spell. Combine this with our Choker's Quickness/Dual Actions combo, and we've got the ability to take 4 move actions (2 belt, 2 Quickness) in one round and still have two full rounds worth of actions left! This means that we could use Multiple Channel Spell twice and complete two full attacks in the same round. Since doing so only uses your swift action for the first of your two turns' worth of actions, you could then use your "second turn's" swift action to burn the last charge for the day into a regular Channel Spell, using up your 5th use and having a channeled spell ready to go on a full attack within the next 8 hours.
    • Tempo Bloodspikes: We all know that the Belt of Battle is a great item for gaining additional actions--especially using the synad combo above--but its price tag is a bit steep. Instead, since we're specifically interested in obtaining additional move actions, could I suggest this consumable item? At 150 gp a pop, you can buy 80 of them for the cost of a Belt of Battle. Jab yourself as a standard action to receive an extra move action any time in the next hour. This item allows you to use Channel Spell and full attack even when you're not Alter-Self'd into a Choker for the Quickness ability, as well as giving the option to Multiple Channel Spell and still have a standard action left to attack in a round when you're not in Choker form.
    • CHA-boosting item: It's our primary stat for saves, as well as having a few extra uses (see Tactics, above). Therefore, it's best to crank it as high as possible. Speaking of CHA...
    • Slippers of Battledancing: Given your 5 ranks in Perform (Dance) and your overabundance of extra move actions, these beauties allow you to add your CHA to attacks and damage in place of STR. Granted, you must be using a one-handed or light weapon but we'll be fine with something like a longsword because our other hand is being used for a...
    • Twilight Feycraft Blended Quartz Tower Shield: The special material, item template, and armor enhancement are all selected for their reduction in ASF. While a tower shield normally imposes 50% Arcane Spell Failure, this particular one only has a 15% chance of spell failure (but see Use of the Secret Ingredient, above). Of course, we don't just want a shield alone with a decent suit of armor like...
    • Twilight Feycraft Githcraft Blended Quartz Mountain Plate: It must have been a "Buy One Get One" deal at the armorsmith, because using the same modifications as the shield plus a suit of Thistledown padding inside lowers this armor's chance of Arcane Spell Failure by 40%, to a total of 10%. If your DM doesn't allow the Feycraft and Githcraft templates to both be applied to an item, then you can just take one of them and use Battle Plate for a 0% spell failure chance.

    Spoiler: Adaptation
    Show
    • Flaws: If flaws are allowed, consider snagging any two that you find work well with the character. I'd probably go with Vulnerable and Shaky. The vulnerability could be a reason Larry has grown such a thick skin and started wearing all that armor, and his jumpiness means he's not very adept at ranged combat. However, he's got spells that don't require attack rolls which he can use at range.

      So what do you get in exchange? I'm glad you asked! You could take Dragon Prophesier & Evil's Blessing at level 1, move Prophecy's Shaper to level 12, and thus free up your feat slot at level 15 for Supernatural Transformation (Channel Spell). Congratulations, Channel Spell is now a supernatural ability which isn't subject to Spell Resistance! Of course, there's some debate on whether it qualifies as an "innate" SLA and what exactly that means, so we've left it out. At level 18, you could take the great Reserve feat Minor Shapeshift. People don't argue too much that it's as simple as having a way to grant yourself temporary HP every round. Given the power of the feat, though, it may only be welcomed in games that allow flaws and thus grant a bit of extra OOMPH to all characters .
    • Vile Feats: If your DM allows you to treat Demogorgon as an Elder Evil and serve him, you can get free vile feats at levels 1, 5, 10, 15, and 20 as per Elder Evils pg 10. Thus, we could snag the two feats required for Thrall of Demogorgon and the save booster of Evil's Blessing without the need to spend feat slots on them. You can also pick up 2 others; I really like Deformity (Tall) for extra reach and Deformity (Tongue) for blindsense, but your mileage may vary. The free feat slots would allow us to move some of our feats up to earlier levels, thus leaving space later in the build for Craft Wand and Prophecy's Artifex, which allows us to activate any wand we've crafted as a swift action.
    • LA Buyoff: If LA buyoff is allowed, I can't give enough shoutouts to the Phrenic template from XPH. It'll boost our INT (which is great to give us more skills) as well as our CHA (which boosts saves, AC via Combat Panache, Attacks/Damage via Slippers of Battledancing, and saves via Evil's Blessing). But that's not all! It also gives us a handful of useful psi-like abilities that would find a great home in any high-power game (seeing as how psi-like abilities are automatically fully augmented).
    • Extra Cheese:
      Spoiler: You've been warned!
      Show
      Level Class Base Attack Bonus Fort Save Ref Save Will Save Feats Class Features
      1 Phrenic Human Jester 1 +0 +0 +2 +2 Least Dragonmark, Mark of the DauntlessH, Thrall to DemonB, Reserves of Strength, Dragon Prophesier, Iron WillB Jester's Audacity +1, Jester's Performance, Fascinate, Inspiring Quip
      2 Jester 2 +1 +0 +3 +3 Deflect ArrowsB Bonus Feat
      3 Jester 3 +2 +1 +3 +3 Assume Supernatural Ability (by taking Disguise Self instead of Color Spray as a spell known, to be traded out once you have Alter Self) Taunt
      4 Jester 4 +3 +1 +4 +4
      5 Jester 5 +3 +1 +4 +4 Willing DeformityB Bonus Feat (per table, but see below), Jester's Audacity +2
      6 Jester 6 +4 +2 +5 +5 Craft Wand, Snatch ArrowsB Calming Performance, Bonus Feat (per text)
      7 Thrall of Demogorgon 1 +5 +4 +5 +5 Scaly flesh +1, hypnosis
      8 Thrall of Demogorgon 2 +6/+1 +5 +5 +5 Touch of fear
      9 Thrall of Demogorgon 3 +7/+2 +5 +6 +6 Prophecy's Shaper Reaching Touch
      10 Thrall of Demogorgon 4 +8/+3 +6 +6 +6 Evil's BlessingB Scaly flesh +2, dual actions
      11 Spellsword 1 +9/+4 +8 +6 +8 Ignore Spell Failure 10%
      12 Spellsword 2 +10/+5 +9 +6 +9 Prophecy's Artifex, Combat PanacheB Bonus feat
      13 Spellsword 3 +11/+6/+1 +9 +7 +9 Ignore Spell Failure 15%
      14 Spellsword 4 +12/+7/+2 +10 +7 +10 Channel Spell 3/day
      15 Spellsword 5 +13/+8/+3 +10 +7 +10 Minor Shapeshift, Deformity (Tall)B Ignore Spell Failure 20%
      16 Spellsword 6 +14/+9/+4 +11 +8 +11 Channel Spell 4/day
      17 Spellsword 7 +15/+10/+5 +11 +8 +11 Ignore Spell Failure 25%
      18 Spellsword 8 +16/+11/+6/+1 +12 +8 +12 Supernatural Transformation Channel Spell 5/day
      19 Spellsword 9 +17/+12/+7/+2 +12 +9 +12 Ignore Spell Failure 30%
      20 Spellsword 10 +18/+13/+8/+3 +13 +9 +13 Deformity (Tongue)B Multiple Channel Spell

      Ignoring the Flaw suggestions above, toss on Iron Will (or find an Otyugh Hole if you're EXTRA EXTRA cheesy) and Reserves of Strength. Go human instead of synad and snag a Dragonmark (any dragonmark) with your racial bonus feat. Snag Mark of the Dauntless. You can now boost your CL to 17 with no ill effects, as well as breaking the 15HD cap on polymorphed creatures. Why do we care about that? Crack open your copy of Fiend Folio to pg 33 and check out the Chronotryn. See their Dual Actions Supernatural ability? Thanks to Assume Supernatural Ability, it's now yours! Ask your DM about abilities with the same name since you also have Dual Actions from Thrall of Demogorgon, but if your DM has allowed everything under this bullet point, chances are they'll allow you to take 4 rounds worth of actions in one turn 2/day whenever you're polymorphed into a Chronotryn (2 rounds worth from being a Chronotryn, x2 with the Thrall of Demogorgon's ability). The rest of the duration of the spell, you'll have to be content with 2 rounds worth of actions each round. Ho hum.

    Spoiler: Sources Used
    Show
    • Arms & Equipment Guide (Blended Quartz)
    • Book of Vile Darkness (Thrall of Demogorgon)
    • Complete Psionic (Synad)
    • Complete Warrior (Spellsword)
    • DMG II (Slippers of Battledancing, Feycraft & Githcraft templates)
    • Dragon Magazine Compendium (Jester)
    • Elder Evils (Evil's Blessing)
    • Magic of Eberron (Dragon Prophesier, Prophecy's Mind, Prophecy's Shaper)
    • PHB (Deflect Arrows, Snatch Arrows, spells)
    • PHB II (Twilight Enhancement, Combat Panache)
    • Races of Stone (Mountain Plate)
    • Savage Species (Assume Supernatural Ability)

  16. - Top - End - #316
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    When the wind's from the east and the sun's from the west
    And the sand in the glass is right
    Come on down stop on by
    Hop a carpet and fly
    To another Arabian night
    Quote Originally Posted by Balthos of Myr
    Balthos of Myr
    Human Sha'ir 2, Human Paragon 3, Marshall 1, Spellsword 10, Legacy Champion 4.

    Stats: 14/14/12/12/10/16
    At 4th: 14/14/12/12/10/19
    At 20th 14/14/13/12/10/22

    Levels

    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Sha'ir 1 +0 +0 +0 +2 Skills Extend Spell Summon Gen Familiar, +1 Spellcasting
    2nd Human paragon 1 +0 +0 +0 +4 Skills - Adaptive Learning
    3rd Human Paragon 2 +1 +0 +0 +5 Skills Arcane Strike, Enpower Spell Bonus Feat, +1 Spellcasting
    4th Human Paragon 3 +2 +1 +1 +5 Skills - Ability Boost +2 (Cha) +1 Spellcasting
    5th Sha'ir 2 +3 +1 +1 +6 Skills - +1 Spellcasting
    6th Marshall 1 +4 +3 +1 +6 Skills Least Legacy Minor Aura
    7th Spellsword 1 +5 +3 +1 +8 Skills - Ignore spell failure 10%, +1 Spellcasting
    8th Spellsword 2 +6 +4 +1 +9 Skills Practiced Spellcaster Bonus Feat
    9th Spellsword 3 +7 +4 +2 +9 Skills Blade of Force Ignore spell failure 15% +1 Spellcasting
    10th Spellsword 4 +8 +5 +2 +10 Skills - Channel spell 3/day
    11th Spellsword 5 +9 +5 +2 +10 Skills - Ignore spell failure 20%, +1 Spellcasting
    12th Spellsword 6 +10 +6 +3 +11 Skills Lesser Legacy Channel spell 4/day
    13th Spellsword 7 +11 +6 +3 +11 Skills - Ignore spell failure 25%, +1 Spellcasting
    14th Spellsword 8 +12 +7 +3 +12 Skills - Channel spell 5/day
    15th Spellsword 9 +13 +7 +4 +12 Skills Channel Legacy Ignore spell failure 30% +1 Spellcasting
    16th Spellsword 10 +14 +8 +4 +13 Skills - Multiple channel spell
    17th Legacy Champion 1 +14 +8 +4 +14 Skills - Reduced ritual cost (lesser), bond of lore
    18th Legacy Champion 2 +15 +8 +4 +15 Skills Greater Legacy Replace legacy ability (least), Class Feature
    19th Legacy Champion 3 +16 +9 +5 +15 Skills - Extra legacy ability use (least), Class Feature
    20th Legacy Champion 4 +17 +9 +5 +16 Skills Quicken Legacy Bonus legacy feat, Class Feature

    Skill Guidelines
    Spoiler
    Show
    While it is not clearly stated, it is intended that, other than reaching 6 ranks Knowledge Arcana, Adaptive Learning should be used to have Diplomacy as class skill and to be maxed.


    Spoiler
    Show
    Spells per Day/Spells Known
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4 3 - - - - - - - -
    2nd 4 3 - - - - - - - -
    3rd 5 4 - - - - - - - -
    4th 5 4 2 - - - - - - -
    5th 5 4 4 - - - - - - -
    6th 5 4 4 - - - - - - -
    7th 5 5 4 2 - - - - - -
    8th 5 5 4 2 - - - - - -
    9th 5 5 5 4 - - - - - -
    10th 5 5 5 4 - - - - - -
    11th 5 6 5 4 2 - - - - -
    12th 5 6 5 4 2 - - - - -
    13th 5 6 5 5 4 - - - - -
    14th 5 6 5 5 4 - - - - -
    15th 5 6 6 5 4 1 - - - -
    16th 5 6 6 5 4 1 - - - -
    17th 5 6 6 5 5 3 - - - -
    18th 5 6 6 5 5 3 - - - -
    19th 5 6 6 6 5 3 1 - - -
    20th - - - - - - - - - -

    Note: The previous spell breakdown is based on Spellsword advancement with Legacy Champion levels. If that option is ruled out, add a level in spellcasting class at 18th and 20th level.


    Legacy Champion Advancement
    Spoiler
    Show
    Legacy Champion is famous to possibly grant class features even beyond the maximum of a class. If your DM agrees with that, a possible developement of Spellsword through Legacy Champion can be...
    Legacy Champion 1 - +1 Spellcasting, Ignore Spell Failure 35%
    Legacy Champion 2 - Channel Spell 6/day
    Legacy Champion 3- +1 Spellcasting, Ignore Spell Failure 40%
    Legacy Champion 4 - Channel Spell 7/day.

    If your DM doesn't like it, just advance in Sha'ir class, which grants a net +4 Spellcasting level




    Few Soft Words


    "How did you do that" hissed Qoth ibn Assur "How did you dare to just ask..."
    "I never dare, Most Revered One, I just have infinite trust in your Magnificence"
    A sudden silence followed by a mighty roar, a roar just most creative genie would call a laugh.
    "You... you silly little Gen. I can remember you all shy and cautous. Now every spirit in the City of Brass weigths his words the exact time you come back."
    And then, in a more cautous tone "Tell your master this is the last time I..."
    "The last time until tomorrow, Most Revered One" says the Gen, before disappearing with a breeze of wind, leaving the mighty efreet alone and laughing.
    During his journey throught the planes, he will have plentry of time to consider how exactly he came to that point

    Level 1
    Spoiler
    Show
    I found that boy by occasion. He was just playing with the right bottle at the right time. He freed a High Master Efreet and asked an astonishingly stupid wish: a career.
    And that's my role after him.
    He was pretty naif, at the time.
    Good for him that he had me

    Spoiler
    Show
    Balthos starts his career as a party face and buffer. Sha'ir grants him good flexibility in spell choice, but a not so reliable mechanic.
    The good part is the skill selection, wich has most of the good social ones (Bluff, Diplomacy, Sense Motive).
    The Gen familiar grants some scouting potential and a spectacular way out from tricky situations (i.e Elemental Travel).
    At this stage, he obviously stays out of troubles



    Level 6
    Spoiler
    Show
    Hopefully, he got better. He had that attitude, that way of arguing with people... that soft voice.
    Unfortunately, he was a split soul. His ancestors were generals, mighty leaders of armies.
    And youngsters can't ever separate themselves by the footprints of their elders.
    He bare that sword, the sword of some ancient commander or whatnot.
    He started to think that hitting people with a pointed metal bar was better than bend the rules of reality.
    Go figure!

    Spoiler
    Show
    A weapon of legacy is something you carry all the way from 1st level to 20th, so it started to be a factor around here. It is not a factor I'd like to stat, because it mainly serves to enter into Legacy Champion: I think, though, that making a Legacy Weapon pop up at later stages just seems weird (i.e. inelegant)
    Meanwhile, Human Paragon grants more skill points to a starved build and Diplomacy as class skill for all the advancements.
    Marshal is a nice plus on the cha buffing side. I personally suggest Master of Tactics, which grants cha bonus to attacks when flanking.
    While unarmored, Balthos can start to go into combat



    Level 10
    Spoiler
    Show
    The voice was not soft anymore. Guess it happens to humanoid after the puberty.
    It was strong, roaring, inspiring.
    But, sometimes, he could still touch the soft spots to obtain what he wanted.
    Me? I was on the background, searching for spells from the Revered Ones.
    It was the best choice: Balthos boy was often into action, back then, using the spells I retrieved with great effort invested in that silly weapon.
    He even started to wear armor.

    Spoiler
    Show
    Exactly at 10th level, Balthos starts to Channel. Having 'till 3rd level , it is advisable to go along with the spells generally used in a spell storing weapon. Moreover, Sha'ir spell retrieving method opens more options (Poison, Call Lighning, Contagion ad Deeper Darkness from core Cleric/Druid list).
    Having moderate armor allows Balthos to go into melee more often, but it is advisable to do so only to finish off enemies.
    Otherwise, the best course of action is to be near melee, to grant Aura bonus and be ready to finish off enemies, while buffing/debuffing opponents.
    Finally, at that level a Wraithstrike+Whirling Blade + Channel Spell is open to everyone to exploit (note that even with a strict DM, your Gen familiar only needs 1d6+1 minutes to retrieve each spell, making it an actual class feature).
    Mind that at level 11th Balthos casts 4th level spells, among which he has Black Tentacles directly in his list.



    Level 15
    Spoiler
    Show
    I told him that this "I hit you in the face" thing was a waste of potential.
    But I was wrong - to some extent.
    Yes, giving up spell power is a hurt, but, to say in his own words "A sword never ends to have offensive potential, until you do".
    That sword, also... you know, it may be me, but it seemed to grow stronger every day, every slain enemy, every battle he won.
    I repeat, maybe it's just me.
    Also, Balthos came up with his new motto: "People tend to be readier to negotiate and make concessions after you've beaten the crap out of them."
    Which is lot less elegant to force them with magic, but I do not dare to confront the truth of that assertion

    Spoiler
    Show
    Ninth level of Spellsword grants heavy armors with spellcasting and 5 Channels per day.
    Now Balthos can spam a lot of nasty debuffs directly against enemies with all the flexibility Sha'ir casting method can grant: my personal suggestion is a creative use of Plane Shift spell available as 5th level cleric spell.
    Useless to say, Channel Spell keep being the finisher.
    He can afford to go into combat personally and, with some love from buffs (again, Divine Power + Righteous Might are available) he can also be the beefy meat shield of the party.
    At this point, this build is a very versatile gish, with some Divine love added.



    Level 20
    Spoiler
    Show
    "What were you doing?" asked a male voice the second the Gin entered the material plane again
    "What you send me to do. Retrieve..."
    "Enough speaking, I need spells to bash people".
    Sometimes, concluded the Gin, going to fetch spells is like a fancy holyday.
    Spoiler
    Show
    The only think you can carve out of this class is more class features.
    If Legacy Champion advancement post level 10 is legal, then there is nothing better than have more Channeling and more armor available (looking around, there are armours up to 60% spell failure).
    Also mind that now, being possible to expend up to 7 Channel spells, Balthos can Multiple Channel wtice per day, and still have an extra trick on his belt.
    The build can work efficiently even if this is not possibile, but in this case, other entries may have been favourable for the finish (Abjurant Champion for example)



    Designer's notes
    Spoiler
    Show
    This build is meant to respect the overall concept of the Spellsword (aka Mage in Heavy Armor) while opening the build to great contributions to the concept (aka Cleric and Druid spell list).
    While there are other methods to have a mage in armour, there is any to Channel spells (even area spells) in a blow, which is both the signature ability of the secret ingredient and the nuke of that entry.
    The single dip in Marshal class is flavourful AND defining. Without this, one may feel free to stay away from combat, while having the single aura active means that is always useful to stay around


    Alternate choices
    Spoiler
    Show
    A single point in Strenght opens up the Power Attack tree. While this build is not meant to be a strict damage dealer, this option can easily find place in this build. In this case, switch to Abjurant Champion for the last 4 levels and the Legacy feats with Power Attack, Cleave and Combat Casting (required for Abjurant Champion).


    References
    Spoiler
    Show
    Dragon Compendium for Sha'ir
    Complete Warrior for the secret ingredient (obviously)
    Unhearted Arcana for Human Paragon
    Weapon of Legacy for Legacy Champion and the related feat route
    Miniature Handbook for Marshall
    The other stuff is quite common and / or Core

  17. - Top - End - #317
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Just think of what would happen if you called him a sorceror... *shudder*
    Quote Originally Posted by Anh the Houseless
    Anh the Houseless

    Choatic Evil
    Neraphim
    Fighter 2/Death Master 3/Spellsword 1/Master Thrower 1/Spellsword +9/Master Thrower +4

    Spoiler: Stats
    Show

    Str 16
    Con 14
    Dex 12
    Int 14
    Wis 08
    Cha 14

    Level Increases:
    4th, 8th, 12th -- Str
    16th -- Dex
    20th -- Str


    Spoiler: Story
    Show

    "Wow! You must be some kind of wizard or something!"

    Anh let out a throaty growl. "I am not a wizard!"

    The litte halfling practically bounced up and down with excited glee, arms flailing about as he spoke. "'Sorcerer' then. Or 'mage'. 'Practitioner'. Whatever you want to call it. The way you threw that ...er... hoop-thing. I swear, it went right around that boulder. And fish-face never saw it coming!! He just stood there and watched the loop smack him right between his bulgy eyes. Gotta be some kind of magic at play. Right? Right???"

    Anh ignored the ever-flapping mouth the the little halfling as they picked their way along the seaside cliff. He stopped beside a corpse, blood still oozing from the slash through its face. Anh reached down and pulled his annulat from the wound, carefully cleaning away the sickly blood from the razor-sharp wire.

    All the while, the halfling prattled on. "I mean, come on!! That was so awesome! What a throw! Can you teach me how to do that? Huh? Can ya, can ya? Please? My uncle had a boomerang that he could throw and bounce off of people. Not that I ever saw him do it, of course, but he said he could. But that was amazing, the way you arced that circle at him, and right into his face...and all the while he just stood there, staring at it." The halfling went silent and still for just a moment, eyes bulging out ahead of him, unfocused, in imitation of the fallen kua-toa's final moments. He then continued, his whole body bouncing again with an over-abundance of energy as he spoke. "It was a spell, wasn't it? Wasn't it? Sooo coooool! I've always wanted to know how to use magic. It would be so amazing. But my mom always said...."

    Anh continued to ignore the halfling's chatterings, focusing instead on the corpse at his feet. He ease down into a low squat next to the body and searched through its pockets and possessions. He found some food, dried fish it seemed. There were a few knick-knacks and such -- shark teeth, pretty-but-worthless pebbles, and the like. It had also held a spear of some kind, with strong cord worked into the construction of the haft end. Anh held it, feeling for its balance, and found that he liked it very much. He took it for his own.

    "...which is how I managed to get back out of Limbo, even though I didn't have any magic of my own. But you knew that already, I guess, since you came with me, huh? And now you can teach me all about magic and spells and casting them and how to use those wand thingies and -- Hey..." The halfling looked down at the kua-toa and the deep gash across its face. "...what did that guy do to piss you off so much, anyway? He must have done something really bad. Must've really pissed you off. Although, I've heard that wizards like you can be pretty temperamental. My grandpappy always said --"

    Anh jerked his hand up with sudden force, driving the butt end of his new weapon into the jaw of the halfling. The little man went silent for a moment, completely still. Then he sank to his knees. And, finally, pinched forward onto his face with a thud.

    Anh's reptilian lips pulled back from sharp teeth in an ugly grin, enjoying the silence. "He called me a wizard."


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Fighter 1 +1 +2 +0 +0 Climb 4(4); Intimidate 4(4); Sleight of Hand 4(2); Swim 4(4) 1st: EWP: Koa-Toa Harpoon; B: Weapon Focus: Koa-Toa Harpoon --
    2nd Fighter 2 +2 +3 +0 +0 Climb 1(5); Intimidate 1(5); Sleight of Hand 1(2.5); Swim 1(5) B: Power Attack --
    3rd Death Master 1 +2 +3 +0 +2 Climb (5); Intimidate (5); K:Arcana 2(2); K:Religion 1(1); Sleight of Hand 1(3); Swim (5) 3rd: Point Blank Shot Rebuke Undead; Undead Minion
    4th Death Master 2 +3 +3 +0 +3 Climb (5); Intimidate (5); K:Arcana 2(4); K:Religion 2(3); Sleight of Hand (3); Swim (5) -- --
    5th Death Master 3 +4 +4 +1 +3 Climb (5); Intimidate (5); K:Arcana 2(6); K:Religion (3); Sleight of Hand 2(4); Swim (5) -- --
    6th Spellsword 1 +5 +6 +1 +5 Climb (5); Concentration 1(1); Intimidate (5); K:Arcana (6); K:Religion 2(5); Sleight of Hand (4); Spellcraft 1(1); Swim (5) 6th: Precise Shot Ignore Spell Failure 10%
    7th Master Thrower 1 +6/1 +6 +3 +5 Climb (5); Concentration 1(2); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 1(1); Spot 5(5); Swim (5) B: Quick Draw Thrown Weapon Trick (Two With One Blow)
    8th Spellsword 2 +7/2 +7 +3 +6 Climb (5); Concentration 2(4); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 2(3); Spot (5); Swim (5) B: Brutal Throw --
    9th Spellsword 3 +8/3 +7 +4 +6 Climb (5); Concentration 2(6); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 2(5); Spot (5); Swim (5) 9th: Power Throw Ignore Spell Failure 15%
    10th Spellsword 4 +9/4 +8 +4 +7 Climb (5); Concentration 2(8); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 2(7); Spot (5); Swim (5) -- Channel Spell 3/day
    11th Spellsword 5 +10/5 +8 +4 +7 Climb (5); Concentration 2(10); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 2(9); Spot (5); Swim (5) -- Ignore Spell Failure 20%
    12th Spellsword 6 +11/6/1 +9 +5 +8 Climb (5); Concentration 2(12); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 2(11); Spot (5); Swim (5) 12th: Death Devotion Channel Spell 4/day
    13th Spellsword 7 +12/7/2 +9 +5 +8 Climb (5); Concentration 2(14); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 2(13); Spot (5); Swim (5) -- Ignore Spell Failure 25%
    14th Spellsword 8 +13/8/3 +10 +5 +9 Climb (5); Concentration 2(16); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 2(15); Spot (5); Swim (5) -- Channel Spell 5/day
    15th Spellsword 9 +14/9/4 +10 +6 +9 Climb (5); Concentration 2(18); Intimidate (5); K:Arcana (6); K:Religion (5); Sleight of Hand (4); Spellcraft 2(17); Spot (5); Swim (5) 15th: Practiced Spellcaster (Death Master) Ignore Spell Failure 30%
    16th Spellsword 10 +15/10/5 +11 +6 +10 Climb (5); Concentration 1(19); Intimidate (5); K:Arcana (6); K:Religion 1(6); Sleight of Hand (4); Spellcraft 2(19); Spot (5); Swim (5) -- Multiple Channel Spell
    17th Master Thrower 2 +16/11/6/1 +11 +7 +10 Climb (5); Concentration 1(20); Intimidate (5); K:Arcana (6); K:Religion (6); Sleight of Hand (4); Spellcraft (19); Spot 5(10); Swim (5) -- Evasion
    18th Master Thrower 3 +17/12/7/2 +12 +7 +11 Climb (5); Concentration 1(21); Intimidate (5); K:Arcana (6); K:Religion (6); Sleight of Hand (4); Spellcraft (19); Spot 3(13); Swim (5); Skill Trick: Clarity of Vision 18th: Rapid Shot Thrown Weapon Trick (Defensive Throw)
    19th Master Thrower 4 +18/13/8/3 +12 +8 +11 Climb (5); Concentration 1(22); Intimidate (5); K:Arcana (6); K:Religion (6); Sleight of Hand (4); Spellcraft (19); Spot 5(18); Swim (5); Skill Trick: Clarity of Vision B: Snatch Arrows --
    20th Master Thrower 5 +19/14/9/4 +12 +8 +11 Climb (5); Concentration 1(23); Intimidate (5); K:Arcana (6); K:Religion (6); Sleight of Hand (4); Spellcraft (19); Spot 5(23); Swim (5); Skill Trick: Clarity of Vision -- Critical Throw; Thrown Weapon Trick (Weak Spot)


    Spoiler: Spells
    Show

    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd 3 1 - - - - - - - -
    4th 4 2 - - - - - - - -
    5th 4 2 1 - - - - - - -
    6th 4 3 2 - - - - - - -
    7th 4 3 2 - - - - - - -
    8th 4 3 2 - - - - - - -
    9th 4 3 2 1 - - - - - -
    10th 4 3 2 1 - - - - - -
    11th 4 3 3 2 - - - - - -
    12th 4 3 3 2 - - - - - -
    13th 4 4 3 2 1 - - - - -
    14th 4 4 3 2 1 - - - - -
    15th 4 4 3 3 2 - - - - -
    16th 4 4 3 3 2 - - - - -
    17th 4 4 3 3 2 - - - - -
    18th 4 4 3 3 2 - - - - -
    19th 4 4 3 3 2 - - - - -
    20th 4 4 3 3 2 - - - - -


    Spoiler: Level 5
    Show

    Fighter 2/Death Master 3. Simple. Easy.
    The Koa-Toa Harpoon is a melee weapon that can be thrown at a range of 30'. (A weapon that can be used in a charge or thrown seems perfect for a Neraph, doesn't it?) You can then hold an enemy 'pooned. At which point, your undead can swarm it.
    At 5th level, you're casting 2nd level Death Master spells (which includes both Animate Dead and Command Undead). And you have Rebuke Undead (albeit at a low CL) and an Undead Minion.



    Spoiler: Level 10
    Show

    A lot of the spells you might be casting through the day are going to be out of combat (Animate Dead, Desecrate, etc.), but there are still plenty of spells you'll want to chuck around in combat. Death Masters can cast spells without somatic components by substituting vials of blood. But it's not exaclty practical to have enough blood on hand to use with every spell. So being able to Ignore Spell Failure is quite handy.

    The big draw here, though, is to combine Channel Spell with Master Thrower's Two With One Blow ability. Channel Spell allows you to cast a spell into a melee weapon (Koa-Toa harpoon qualifies) and the spell is released on the next successful attack. (Nothing states that the attack can't be ranged.) Two With One Blow lets you attack two opponents simulatneously with one weapon. One attack roll that could hit either, neither, or both. Hitting both opponents with one attack should channel your spell into both opponents (and 'poon them both, no less.) (At 10th level, third level spells are available, meaning that channeled spell could be Bestow Curse, Poison, Slow....)



    Spoiler: Level 16
    Show

    Multiple Channel Spell lets you double up on the spells stored in your weapon. With 4ths now, that means you can channel two Enervation spells (no save) through your harpoon to hit two enemies with both spells. The wade into melee against them with the Death Devotion ability active. (Probably best to practice up on that throaty evil laugh!)



    Spoiler: Level 20
    Show

    These levels simply finish off Master Thrower.
    Final Total:
    • Full BAB-1
    • Power Attack and Power Throw (BAB to damage)
    • Weak Spot as a Thrown Weapon Trick (Touch attack for thrown weapons)
    • Neraph Camouflage (No Dex to AC for first attack)
    • Two With One Blow (Just what it says)
    • Channel Spell (Add Enervation (twice?) or similar)

    All equals one hell of a first impression!


    Add in:
    • Quick Draw
    • Daggers and/or annulats
    • Rapid Shot

    Continues that impression through the rest of the round.


    Follow with:
    • Death Devotion
    • Four attacks from BAB

    Keeps that impression going through the fight.



    Spoiler: Resources Beyond the SRD
    Show

    Monster Manual V -- Koa-Toa Harpoon
    Dragon Magazine Compendium -- Death Master
    Complete Warrior -- Master Thrower
    Complete Adventurer -- Brutal Throw feat; Power Throw feat
    Complete Champion -- Death Devotion feat
    Complete Arcane -- Practiced Spellcaster feat
    Complete Scoundrel -- Clarity of Vision skill trick

  18. - Top - End - #318
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    What, no Magic in the Blood feat?
    Quote Originally Posted by Starshatter
    Starshatter, Female Feytouched Star Elf Paladin 5/Knight of the Weave 4*/Spellsword 10
    1st Level Base Stats: STR 12 DEX 8 CON 12 INT 12 WIS 12 CHA 18
    Race-Adjusted Base Stats: STR 12 DEX 10 CON 10 INT 12 WIS 12 CHA 20
    Level-up bonuses go to CHA
    Spoiler: Backstory
    Show
    It is a rare Fey who has a lawful bent. Starshatter is a rare breed, indeed. While most would assume that she is of pure Star Elven stock, her great grandmother attracted the attentions of Satyr. That dalliance tinged her family’s bloodline going forward. Starshatter herself vowed not to be so easily seduced, finding strength in the life of a Paladin of Mystra. Seeking a way to better serve the Mistress of Magic, she turned her paladinhood into the life of a Knight of the Weave, and, ultimately, a Spellsword.

    Spoiler: Table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Paladin 1 (SRD) +1 +2 +0 +0 Concentration 4, Knowledge (Arcana) 2.0, Knowledge (History) 1.0, Spellcraft 1.0 Beauty’s Bounty (online) Aura of Good, Detect Evil, Smite Evil 1/Day
    2nd Paladin 2 +2 +3 +0 +0 Concentration 5, Knowledge (History) 2.0 - Divine Grace, Lay on Hands
    3rd Paladin 3 +3 +3 +1 +1 Concentration 6, Spellcraft 2.0 Skill Focus (Concentration) (SRD) Aura of Courage, Divine Health
    4th Paladin 4 +4 +4 +1 +1 Concentration 7, Knowledge (Arcana) 3.0 - Turn Undead, Spells
    5th Paladin 5 +5 +4 +1 +1 Concentration 8, Handle Animal 1, Ride 1 - Smite Evil 2/Day, Special Mount
    6th Knight of the Weave 1 (Champions of Valor 111) +5 +6 +1 +3 Intimidate 1, Knowledge (Arcana) 4, Use Magic Device 1 Extra Turning (SRD) Detect Magic, Read Magic, Spellcasting
    7th Knight of the Weave 2 +6 +7 +1 +4 Intimidate 2, Knowledge (Arcana) 5, Use Magic Device 2 - Armored Caster (Light)
    8th Knight of the Weave 3 +7 +7 +2 +4 Intimidate 3, Knowledge (History) 3, Use Magic Device 3 - -
    9th Knight of the Weave 4 +8 +8 +2 +5 Intimidate 4, Knowledge (Arcana) 6, Use Magic Device 4 Extend Spell (SRD) Fast Metamagic
    10th Spellsword 1 +9 +10 +2 +7 Knowledge (History) 4, Use Magic Device 5.0 - Ignore Spell Failure 10%
    11th Spellsword 2 +10 +11 +2 +8 Intimidate 5.0, Spellcraft 4 Reach Spell (Complete Divine 84) Bonus Fighter or Metamagic Feat
    12th Spellsword 3 +11 +11 +3 +9 Concentration 9, Knowledge (Arcana) 7, Spellcraft 5 Divine Metamagic: Reach Spell (Complete Divine 80) Ignore Spell Failure 15%
    13th Spellsword 4 +12 +12 +3 +10 Concentration 10, Knowledge (History) 5, Spellcraft 6 - Channel Spell 3/Day
    14th Spellsword 5 +13 +12 +3 +10 Knowledge (Arcana) 8, Knowledge (History) 6, Spellcraft 7 - Ignore Spell Failure 20%
    15th Spellsword 6 +14 +13 +4 +11 Knowledge (Arcana) 9, Knowledge (History) 7, Spellcraft 8 Magic Disruption (Complete Mage 44) Channel Spell 4/Day
    16th Spellsword 7 +15 +13 +4 +11 Knowledge (Arcana) 10, Knowledge (History) 8, Spellcraft 9 - Ignore Spell Failure 25%
    17th Spellsword 8 +16 +14 +4 +12 Knowledge (Arcana) 11, Knowledge (History) 9, Spellcraft 10 - Channel Spell 5/Day
    18th Spellsword 9 +17 +14 +5 +12 Knowledge (Arcana) 12, Knowledge (History) 10, Spellcraft 11 Law Devotion (Complete Champion 61) Ignore Spell Failure 30%
    19th Spellsword 10 +18 +15 +5 +13 Knowledge (Arcana) 13, Knowledge (History) 11, Spellcraft 12 - Multiple Channel Spell
    20th* Knight of the Weave 5 +18 +15 +5 +13 Intimidate 8 - -

    *If buying off LA is allowed, Knight of the Weave is taken to 5, gaining an extra 6th level spell.
    Spoiler: Spells per Day/Spells Known
    Show

    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - 0 - - - - - - - -
    5th - 0 - - - - - - - -
    6th - 0/2 - - - - - - - -
    7th - 0/2 - - - - - - - -
    8th - 0/3 2 - - - - - - -
    9th - 0/3 2 - - - - - - -
    10th - 0/4 3 - - - - - - -
    11th - 0/4 3 2 - - - - - -
    12th - 0/4 3 2 2 - - - - -
    13th - 0/4 3 2 2 - - - - -
    14th - 0/4 4 3 2 2 - - - -
    15th - 0/4 4 3 2 2 - - - -
    16th - 0/4 4 3 2 2 - - - -
    17th - 0/4 4 3 3 2 2 - - -
    18th - 0/4 4 3 3 2 2 - - -
    19th - 0/4 4 4 3 3 2 - - -
    20th* - 0/4 4 4 3 3 3 - - -


    Spoiler: Spell List
    Show

    Paladin - Swift Bless Weapon
    KotW:
    Level 1 - Command, Divine Favor, Lesser Restoration, Shield
    Level 2 - Bear’s Endurance, Eagle’s Splendor, Resist Energy, Shield Other
    Level 3 - Darsson’s Potion, Dispel Magic, Fly, Greater Magic Weapon
    Level 4 - Lesser Globe of Invulnerability, Mark of Justice, Restoration
    Level 5 - Dimension Door, Spell Resistance, True Seeing
    Level 6 - Banishment, (Greater Dispel Magic), Teleport


    Spoiler: Soup (1st Level)
    Show

    Starshatter starts out as a relatively ordinary Paladin. As a Feytouched, she’s got some decent benefits, though: Immunity to Mind-Affecting effects, +2 to Hide/Move Silently (the equivalent of the Stealthy feat), and a once a day Charm Person at a CL equal to her HD that - while not amazing at that saving throw - does provide her another option for encounters. As she’s extremely CHA-focused, she picks up Beauty’s Bounty to let her CHA add to her starting HP total, and provide additional HP when she permanently increases her CHA through leveling. She starts her adventuring career with a Flail, a Dagger she can throw in a pinch, a Light Wooden Shield, and Scale Mail, as she’s not go the STR to take advantage of a two-handed weapon, nor the DEX to boost her AC to decent level at a point where AC is relevant. Her skill choices are unusual, but thematically reasonable for a fey, and clearly aimed at her PrC choices. She may not be an optimal 1st level front-line combatant, but she’s competent at the role, with some abilities as a party face or reserve sage, who can even tag along reasonably with the scout if need be.


    Spoiler: Salad (5th Level)
    Show

    As a 5th level Paladin, Starshatter gets CHA to HP, Saves, To-Hit/Damage (via Smite), and uses it to power her Lay on Hands as well, so she’s maximizing her investment in CHA as best she can. Her intended PrC route doesn’t include feat taxes, so she uses Skill Focus (Concentration) in order to allow a bit more diversity in her skill point allocation by easing the need to keep pumping Concentration every level. Smite Evil twice a day provides her a couple of really solid hits in dangerous combats, she’s immune to Fear (potentially redundant with the ‘Immunity to Mind-Affecting effects’ fey benefit) and disease, and grants her allies a hefty bonus against Fear at the same time. If needed, she can call a mount to serve her, having just enough ranks in Ride and Handle Animal to not look a right fool when she saddles up. She’s still walking a delicate line between focusing on the skills she prefers and spreading her sparse skill points thin, but Paladins almost always have to walk that line. Her WIS is just high enough to allow her access to her Paladin spells, with Swift Bless Weapon as her consistent go-to choice to add more pop to her attacks. Having gotten all she reasonably can from Paladin, she’s ready to move into the realm of Prestige Classes.


    Spoiler: Starch (10th Level)
    Show

    By 10th level, Starshatter has both qualified for and entered every class she intends to take before epic levels of play. She’s reasonably CHA-SAD, but recognizes that she needed to branch out into a better spellcasting class with more level-appropriate Class benefits, while not stepping on the toes of the others in her party; Knight of the Weave fills that niche. Adding at-will Detect Magic and Read Magic to her already at-will Detect Evil ability gives Starshatter a trio of useful passive abilities; Extra Turning is useful both immediately against the Undead she’s likely facing at this point in her career, and as fuel later for her planned choices. The KotW’s ability to cast in armor is both useful on its own, and distinct from the Spellsword’s ‘reduce spell failure’ benefits that she gains later. Because KotW’s spell list is filled with several buff spells, Extend Spell is a sound feat choice, particularly given the benefits of Fast Casting. Skill points are still tight, but Intimidate and UMD are both CHA-based and too useful not to invest in for Starshatter’s chosen path and role.


    Spoiler: Main Course (15th Level)
    Show

    The ability to channel spells through her weapon comes on line just about the same time when Starshatter gains access to Dispel Magic, which makes her a walking mini-disjunction who can also pack quite a respectable punch offensively. When Dispel Magic and the strength of her Flail’s arm fail to get her message across, Mark of Justice is quickly available as an alternative; her CHA-based Skills are the fall-back option for when she needs to speak more softly. Reach Spell and DMM: Reach Spell allow her other choices as to how to deliver her Dispels and Marks, as well as her party-friendly buffs. Continuing into the second half of the KotW PrC starts to run into the pile of fairly useless, DM-headache-inducing bits that are the Spellfire rules, so there’s no reason to continue it when Spellsword allows her to finish out the casting progression without the issues. The continuing reduction in spell failure chances allow Starshatter to look more and more the part of the Paladin folks expect to see, with a better spell list. The Magic Disruption feat reinforces Starshatter’s chosen role as a combat debuffer who also improves her allies’ abilities, including the ability to engage the enemy.


    Spoiler: Dessert (20th Level)
    Show

    Starshatter continues to focus on the things at which she’s proven to excel, snagging Law Devotion as a thematic and appropriate method of helping her in those things. True Seeing and Spell Resistance shore up her defenses well. Banishment gives her another offensive option to channel through her weapon, while Dimension Door and Teleport give her the thing she’s most lacking - mobility. If she can buy off the LA, Greater Dispel Magic is obviously a more powerful option over the baseline version. Darsson’s Potion gives Starshatter virtual access to Brew Potion, whenever she needs it. All of this, and she uses only one source other than what WotC has put online, the Complete series, and a single FR book.


    Spoiler: Cheese Course (Options in a more permissive environment)
    Show

    Shaky and Vulnerable cost Starshatter little if Flaws are available, and open up options like Sacred Boost and Transdimensional Spell. If the DM is amenable to such things, Persistent Spell and DMM: Persist are cheese-filled alternatives to the listed Reach Spell uses. With a Flail as her listed weapon, any enchantments on her weapon that improve Tripping and/or Disarm play into the natural abilities of the weapon, while Concussive is a reasonable static boost to damage.


    Spoiler: Source List
    Show

    SRD
    Fey Feature: Life in a Noble House
    Feytouched
    Complete Warrior
    Forgotten Realms: Champions of Valor
    Complete Divine
    Complete Mage
    Complete Champion

  19. - Top - End - #319
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Heir to a legacy
    Quote Originally Posted by Drylax
    drylax, spellchain of arathor.
    lawful/neutral

    str 8
    dex 16 (+2) = 18
    con 14
    int 18 (+3) = 21
    wis 8
    cha 8
    (i have added no items, if items were added i would have a +6 dex con and int by level 20 and a tome of +x as high as i can get for int)

    hp = 6d4+6d10+8d8+40

    human - wizard 1/fighter 1/wizard 5/spellsword 8/abjurant champion 5

    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Conjurer 1 (wizard) 0 0 0 2 concentration 4, know(arc) 4, know(religion) 4, know(planes) 4, spellcraft 4, tumble 2 collegate wizard, human - combat casting specialist conjurer (ban illusion + enchantment), abrupt jaunt, combat wizard feats instead of wizard feats and scribe scroll gives exotic weapon prof - spiked chain.
    2nd fighter 1 1 2 0 2 concentration 4, know(arc) 4, know(religion) 4.5, know(planes) 4.5, spellcraft 4, tumble 2.5, handle animal 3 weapon finese -
    3rd conjurer 2 (wizard) 2 2 0 3 concentration 6, know(arc) 6, know(religion) 4.5, know(planes) 4.5, spellcraft 6, tumble 2.5, handle animal 3 cloudy conjuration -
    4th conjurer 3 (wizard) 2 3 1 3 concentration 7, know(arc) 7, know(religion) 5.5, know(planes) 5.5, spellcraft 7, tumble 3, handle animal 3 - (+1 int)
    5th conjurer 4 (wizard) 3 3 1 4 concentration 8, know(arc) 8, know(religion) 6.5, know(planes) 6.5, spellcraft 8, tumble 3.5, handle animal 3 - -
    6th conjurer 5 (wizard) 3 3 1 4 concentration 9, know(arc) 9, know(religion) 7.5, know(planes) 7.5, spellcraft 9, tumble 4, handle animal 3 combat reflexes wiz 5 gives combat expertise
    7th conjurer 6 (wizard) 4 4 2 5 concentration 10, know(arc) 10, know(religion) 8.5, know(planes) 8.5, spellcraft 10, tumble 4.5, handle animal 3 - -
    8th spellsword 1 5 6 2 7 concentration 11, know(arc) 11, know(religion) 9.5, know(planes) 9.5, spellcraft 11, tumble 5, handle animal 3.5 - (+1 int) ignore 10% arcane spell failure,
    (+1 level spells per day)
    9th spellsword 2 6 7 2 8 concentration 12, know(arc) 12, know(religion) 10.5, know(planes) 10.5, spellcraft 12, tumble 5, handle animal 4, know(local) 1 sheild specialisation, spellsword 2 - improved buckler defense -
    10th spellsword 3 7 7 3 8 concentration 13, know(arc) 13, know(religion) 11.5, know(planes) 11.5, spellcraft 13, tumble 5, handle animal 4.5, know(local) 2 - ignore 15% ASF, (+1 level spells per day)
    11th spellsword 4 8 8 3 9 concentration 14, know(arc) 14, know(religion) 12.5, know(planes) 12.5, spellcraft 14, tumble 5, handle animal 5, know(local) 3 - channel spell 3/day
    12th spellsword 5 9 8 3 9 concentration 15, know(arc) 15, know(religion) 13.5, know(planes) 13.5, spellcraft 16, tumble 5, handle animal 5.5, know(local) 4 active sheild defense (+1 int) ignore 20% ASF, (+1 level spells per day)
    13th spellsword 6 10 9 4 10 concentration 16, know(arc) 16, know(religion) 14.5, know(planes) 14.5, spellcraft 16, tumble 5, handle animal 6, know(local) 5 - channel spell 4/day
    14th spellsword 7 11 9 4 10 concentration 17, know(arc) 17, know(religion) 15.5, know(planes) 15.5, spellcraft 17, tumble 5, handle animal 6.5, know(local) 6 - ignore 25% ASF, (+1 level spells per day)
    15th spellsword 8 12 10 4 11 concentration 18, know(arc) 18, know(religion) 16.5, know(planes) 16.5, spellcraft 18, tumble 5, handle animal 7, know(local) 7 robilar's gambit channel spell 5/day
    16th abjurant champion 1 13 10 4 13 concentration 19, know(arc) 19, know(religion) 17, know(planes) 17, spellcraft 19, tumble 5, handle animal 8, know(local) 7 jump 1 - (+1 dex) abjurant armour, extended abjuration, (+1 SPD and spells known)
    17th abjurant champion 2 14 10 4 14 concentration 20, know(arc) 20, know(religion) 17.5, know(planes) 17.5, spellcraft 20, tumble 5, handle animal 9, know(local) 7 jump 2 - swift abjuration, (+1 SPD and spells known)
    18th abjurant champion 3 15 11 5 14 concentration 21, know(arc) 21, know(religion) 18, know(planes) 18, spellcraft 21, tumble 5, handle animal 10, know(local) 7 jump 3 arcane strike (+1 SPD and spells known)
    19th abjurant champion 4 16 11 5 15 concentration 22, know(arc) 22, know(religion) 18.5, know(planes) 18.5, spellcraft 22, tumble 5, handle animal 11, know(local) 7 jump 4 - arcane boost, (+1 SPD and spells known)
    20th abjurant champion 5 17 11 5 15 concentration 23, know(arc) 23, know(religion) 19, know(planes) 19, spellcraft 23, tumble 5, handle animal 12, know(local) 7 jump 5 - (+1 dex) martial arcanist, (+1 SPD and spells known)

    skills are in ranks only.


    spells and spells per day (could not find code for spells per day table. i am sorry) this includes no bonuses for int items. just like my stats.
    Spoiler
    Show

    level-
    0/1/2/3/4/5/6/7/8/9

    3/2
    4/3
    4/3/2
    4/4/3
    4/4/3/2
    4/4/4/3
    4/5/4/3/2
    4/6/4/4/3
    4/6/5/4/3/2
    4/6/5/4/4/3
    4/6/5/5/4/3/1
    4/6/5/5/4/4/2
    4/6/5/5/5/4/2/1
    4/6/5/5/5/4/3/2
    4/6/5/5/5/5/3/2/1
    4/6/5/5/5/5/3/3/2
    4/6/5/5/5/5/4/3/2/1
    4/6/5/5/5/5/4/3/3/2
    4/6/5/5/5/5/4/4/3/3
    4/6/5/5/5/5/4/4/4/4

    spells known
    Spoiler
    Show
    spells -

    thanks to collegiate wizard you have many more spells then a normal wizard would. this saves money, and when you are focusing on both combat and spellcasting this is important.
    i will put the spells given by collegiate wizard from levelling as normal entries and then other spells that would have to be purchased in brackets.
    these purchased spells like the items are not needed at all but are useful spells that i would take as a player. the character does not rely on them at all to work.
    the purchased spells are mainly spells i would take if i were actually playing this character.


    lvl 0 -
    all cantrips, notable are
    -detect magic (because detect magic!)
    -dancing lights
    -disrupt undead (all level 1 wizards want this, but a bit useless after that)
    -light
    -mage hand
    -message
    -prestidigitation
    -read magic

    lvl 1 - (10)
    -armour lock
    -burning hands
    -grease
    -mage armour
    -obscuring mist
    -sticky floor
    -magic missle
    -protection from x (only one for the protections from mind effecting part e.t.c.)
    -ray of enfeeblement
    -sheild
    (-true strike)
    (-reduce person)
    (-kelgores fire bolt (conjuration))
    (-ectoplasmic armour)
    (-ray of clumsiness)
    (-enlarge person)

    lvl 2 - (8)
    -glitterdust
    -alter self
    -blindness/deafness
    -cats grace
    -Resist Energy
    -rope trick
    -scorching ray
    -shatter
    (-obscure object)
    (-Command Undead)
    (-knock)
    (-summon monster 2)

    lvl 3 - (8)
    -Nauseating Breath
    -Blink
    -Chain Missile
    -dispel magic
    -Greater Disrupt Undead
    -fireball
    -fly
    -Haste
    (-nondetection)
    (-shivering touch)
    (-greater mage armour)
    (-summon monster 3)

    since spellsword does not give spells known, only spells per day, the next 2 levels are purchased only spells.
    i have kept them to a minimum due to this, only taking spells that are necessary.

    lvl 4 - (0)
    (-evards Black Tentacles- this is necessary for encounters with a large number of melee enemies, especially when just entering spellsword as your melee is still a little lacking near the beginning.
    since it is a conjuration spell, you cast it and you get a cloudy effect on at least 1 enemy, they are then grappled and have a -2 to try and escape + other things,
    rendering them basicly useless until you have dealt with those others that the tentacles did not get).
    (-dimension door- self explanatory)
    (-celerity- use with dim door as a get out of jail free)
    (-Dimensional Anchor- used on other casters, you excel in melee compared to them, so keeping them close and denying teleport etc means that they become much easier to handle.)
    (-polymorph- because cheese)

    lvl 5 - (0)

    (-teleport - always useful)
    (-greater blink- a great buff)
    (-flesh to salt- a great save or die which does damage if you fail)
    (-sonic shield- great for an AC boost and to deal damage to those who get through. synergises well with the defensive combat)
    (-Gelid Blood- a pretty good debuff)
    (-draconic polymorph- because why would you just want to be an average creature. be a better, tougher and stronger verion of it)

    lvl 6 - (8) (you get 6th level spells taking abjurant champion. so this gives spells known as a wizard.

    -acid fog
    -contingency
    -disintegrate
    -greater dispel magic
    -mages lubrication
    -Mummify
    -chain lightning
    -True Seeing

    lvl 7 - (8)
    -mordekeins magnificent mansion
    -plane shift
    -greater teleport
    -limited wish
    -Mage's Sword
    -statue
    -Prismatic Spray
    -force cage
    (-Fey Ring (because siabrie))

    lvl 8 - (4) you obtain 8th level spells at level 20.

    -Greater Plane Shift
    -maze
    -mind blank
    -polymorph any object
    (-sunburst)
    (-protection from spells)



    equipment
    Spoiler
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    equipment -
    using a spiked chain and buckler, wearing the heaviest armour whilst allowing your max dex. make the armour out of mithril,
    in any way you would wear the heaviest armour you can get for the cheapest price that has 0% arcane spell failure and max dex. to allow more money on your wizard spells.

    except a mundane spiked chain and buckler, this build basicly needs only a spell book and a spell component pouch to work. and only those things.
    everything else just accents the build nicely. a good armour helps the defensive fighting options which are explained later,
    if weaponry is magical, then things like ghost touch and other specialised enchants would be added to make this build fully effective against all types of enemies,
    as some enemies are built to be hard to harm.
    any other magic items would be best spent on stat boost items, and defence boost items. with the occasional skill boost item.
    again none of this is needed, just nice to have.


    page 2 coming as i needed more space......

  20. - Top - End - #320
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Founder of a Legacy
    Quote Originally Posted by Drylax
    drylax, spellchain of arathor.
    lawful/neutral

    str 8
    dex 16 (+2) = 18
    con 14
    int 18 (+3) = 21
    wis 8
    cha 8
    (i have added no items, if items were added i would have a +6 dex con and int by level 20 and a tome of +x as high as i can get for int)

    hp = 6d4+6d10+8d8+40

    human - wizard 1/fighter 1/wizard 5/spellsword 8/abjurant champion 5

    Spoiler
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Conjurer 1 (wizard) 0 0 0 2 concentration 4, know(arc) 4, know(religion) 4, know(planes) 4, spellcraft 4, tumble 2 collegate wizard, human - combat casting specialist conjurer (ban illusion + enchantment), abrupt jaunt, combat wizard feats instead of wizard feats and scribe scroll gives exotic weapon prof - spiked chain.
    2nd fighter 1 1 2 0 2 concentration 4, know(arc) 4, know(religion) 4.5, know(planes) 4.5, spellcraft 4, tumble 2.5, handle animal 3 weapon finese -
    3rd conjurer 2 (wizard) 2 2 0 3 concentration 6, know(arc) 6, know(religion) 4.5, know(planes) 4.5, spellcraft 6, tumble 2.5, handle animal 3 cloudy conjuration -
    4th conjurer 3 (wizard) 2 3 1 3 concentration 7, know(arc) 7, know(religion) 5.5, know(planes) 5.5, spellcraft 7, tumble 3, handle animal 3 - (+1 int)
    5th conjurer 4 (wizard) 3 3 1 4 concentration 8, know(arc) 8, know(religion) 6.5, know(planes) 6.5, spellcraft 8, tumble 3.5, handle animal 3 - -
    6th conjurer 5 (wizard) 3 3 1 4 concentration 9, know(arc) 9, know(religion) 7.5, know(planes) 7.5, spellcraft 9, tumble 4, handle animal 3 combat reflexes wiz 5 gives combat expertise
    7th conjurer 6 (wizard) 4 4 2 5 concentration 10, know(arc) 10, know(religion) 8.5, know(planes) 8.5, spellcraft 10, tumble 4.5, handle animal 3 - -
    8th spellsword 1 5 6 2 7 concentration 11, know(arc) 11, know(religion) 9.5, know(planes) 9.5, spellcraft 11, tumble 5, handle animal 3.5 - (+1 int) ignore 10% arcane spell failure,
    (+1 level spells per day)
    9th spellsword 2 6 7 2 8 concentration 12, know(arc) 12, know(religion) 10.5, know(planes) 10.5, spellcraft 12, tumble 5, handle animal 4, know(local) 1 sheild specialisation, spellsword 2 - improved buckler defense -
    10th spellsword 3 7 7 3 8 concentration 13, know(arc) 13, know(religion) 11.5, know(planes) 11.5, spellcraft 13, tumble 5, handle animal 4.5, know(local) 2 - ignore 15% ASF, (+1 level spells per day)
    11th spellsword 4 8 8 3 9 concentration 14, know(arc) 14, know(religion) 12.5, know(planes) 12.5, spellcraft 14, tumble 5, handle animal 5, know(local) 3 - channel spell 3/day
    12th spellsword 5 9 8 3 9 concentration 15, know(arc) 15, know(religion) 13.5, know(planes) 13.5, spellcraft 16, tumble 5, handle animal 5.5, know(local) 4 active sheild defense (+1 int) ignore 20% ASF, (+1 level spells per day)
    13th spellsword 6 10 9 4 10 concentration 16, know(arc) 16, know(religion) 14.5, know(planes) 14.5, spellcraft 16, tumble 5, handle animal 6, know(local) 5 - channel spell 4/day
    14th spellsword 7 11 9 4 10 concentration 17, know(arc) 17, know(religion) 15.5, know(planes) 15.5, spellcraft 17, tumble 5, handle animal 6.5, know(local) 6 - ignore 25% ASF, (+1 level spells per day)
    15th spellsword 8 12 10 4 11 concentration 18, know(arc) 18, know(religion) 16.5, know(planes) 16.5, spellcraft 18, tumble 5, handle animal 7, know(local) 7 robilar's gambit channel spell 5/day
    16th abjurant champion 1 13 10 4 13 concentration 19, know(arc) 19, know(religion) 17, know(planes) 17, spellcraft 19, tumble 5, handle animal 8, know(local) 7 jump 1 - (+1 dex) abjurant armour, extended abjuration, (+1 SPD and spells known)
    17th abjurant champion 2 14 10 4 14 concentration 20, know(arc) 20, know(religion) 17.5, know(planes) 17.5, spellcraft 20, tumble 5, handle animal 9, know(local) 7 jump 2 - swift abjuration, (+1 SPD and spells known)
    18th abjurant champion 3 15 11 5 14 concentration 21, know(arc) 21, know(religion) 18, know(planes) 18, spellcraft 21, tumble 5, handle animal 10, know(local) 7 jump 3 arcane strike (+1 SPD and spells known)
    19th abjurant champion 4 16 11 5 15 concentration 22, know(arc) 22, know(religion) 18.5, know(planes) 18.5, spellcraft 22, tumble 5, handle animal 11, know(local) 7 jump 4 - arcane boost, (+1 SPD and spells known)
    20th abjurant champion 5 17 11 5 15 concentration 23, know(arc) 23, know(religion) 19, know(planes) 19, spellcraft 23, tumble 5, handle animal 12, know(local) 7 jump 5 - (+1 dex) martial arcanist, (+1 SPD and spells known)

    skills are in ranks only.


    spells and spells per day (could not find code for spells per day table. i am sorry) this includes no bonuses for int items. just like my stats.
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    level-
    0/1/2/3/4/5/6/7/8/9

    3/2
    4/3
    4/3/2
    4/4/3
    4/4/3/2
    4/4/4/3
    4/5/4/3/2
    4/6/4/4/3
    4/6/5/4/3/2
    4/6/5/4/4/3
    4/6/5/5/4/3/1
    4/6/5/5/4/4/2
    4/6/5/5/5/4/2/1
    4/6/5/5/5/4/3/2
    4/6/5/5/5/5/3/2/1
    4/6/5/5/5/5/3/3/2
    4/6/5/5/5/5/4/3/2/1
    4/6/5/5/5/5/4/3/3/2
    4/6/5/5/5/5/4/4/3/3
    4/6/5/5/5/5/4/4/4/4

    spells known
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    spells -

    thanks to collegiate wizard you have many more spells then a normal wizard would. this saves money, and when you are focusing on both combat and spellcasting this is important.
    i will put the spells given by collegiate wizard from levelling as normal entries and then other spells that would have to be purchased in brackets.
    these purchased spells like the items are not needed at all but are useful spells that i would take as a player. the character does not rely on them at all to work.
    the purchased spells are mainly spells i would take if i were actually playing this character.


    lvl 0 -
    all cantrips, notable are
    -detect magic (because detect magic!)
    -dancing lights
    -disrupt undead (all level 1 wizards want this, but a bit useless after that)
    -light
    -mage hand
    -message
    -prestidigitation
    -read magic

    lvl 1 - (10)
    -armour lock
    -burning hands
    -grease
    -mage armour
    -obscuring mist
    -sticky floor
    -magic missle
    -protection from x (only one for the protections from mind effecting part e.t.c.)
    -ray of enfeeblement
    -sheild
    (-true strike)
    (-reduce person)
    (-kelgores fire bolt (conjuration))
    (-ectoplasmic armour)
    (-ray of clumsiness)
    (-enlarge person)

    lvl 2 - (8)
    -glitterdust
    -alter self
    -blindness/deafness
    -cats grace
    -Resist Energy
    -rope trick
    -scorching ray
    -shatter
    (-obscure object)
    (-Command Undead)
    (-knock)
    (-summon monster 2)

    lvl 3 - (8)
    -Nauseating Breath
    -Blink
    -Chain Missile
    -dispel magic
    -Greater Disrupt Undead
    -fireball
    -fly
    -Haste
    (-nondetection)
    (-shivering touch)
    (-greater mage armour)
    (-summon monster 3)

    since spellsword does not give spells known, only spells per day, the next 2 levels are purchased only spells.
    i have kept them to a minimum due to this, only taking spells that are necessary.

    lvl 4 - (0)
    (-evards Black Tentacles- this is necessary for encounters with a large number of melee enemies, especially when just entering spellsword as your melee is still a little lacking near the beginning.
    since it is a conjuration spell, you cast it and you get a cloudy effect on at least 1 enemy, they are then grappled and have a -2 to try and escape + other things,
    rendering them basicly useless until you have dealt with those others that the tentacles did not get).
    (-dimension door- self explanatory)
    (-celerity- use with dim door as a get out of jail free)
    (-Dimensional Anchor- used on other casters, you excel in melee compared to them, so keeping them close and denying teleport etc means that they become much easier to handle.)
    (-polymorph- because cheese)

    lvl 5 - (0)

    (-teleport - always useful)
    (-greater blink- a great buff)
    (-flesh to salt- a great save or die which does damage if you fail)
    (-sonic shield- great for an AC boost and to deal damage to those who get through. synergises well with the defensive combat)
    (-Gelid Blood- a pretty good debuff)
    (-draconic polymorph- because why would you just want to be an average creature. be a better, tougher and stronger verion of it)

    lvl 6 - (8) (you get 6th level spells taking abjurant champion. so this gives spells known as a wizard.

    -acid fog
    -contingency
    -disintegrate
    -greater dispel magic
    -mages lubrication
    -Mummify
    -chain lightning
    -True Seeing

    lvl 7 - (8)
    -mordekeins magnificent mansion
    -plane shift
    -greater teleport
    -limited wish
    -Mage's Sword
    -statue
    -Prismatic Spray
    -force cage
    (-Fey Ring (because siabrie))

    lvl 8 - (4) you obtain 8th level spells at level 20.

    -Greater Plane Shift
    -maze
    -mind blank
    -polymorph any object
    (-sunburst)
    (-protection from spells)



    equipment
    Spoiler
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    equipment -
    using a spiked chain and buckler, wearing the heaviest armour whilst allowing your max dex. make the armour out of mithril,
    in any way you would wear the heaviest armour you can get for the cheapest price that has 0% arcane spell failure and max dex. to allow more money on your wizard spells.

    except a mundane spiked chain and buckler, this build basicly needs only a spell book and a spell component pouch to work. and only those things.
    everything else just accents the build nicely. a good armour helps the defensive fighting options which are explained later,
    if weaponry is magical, then things like ghost touch and other specialised enchants would be added to make this build fully effective against all types of enemies,
    as some enemies are built to be hard to harm.
    any other magic items would be best spent on stat boost items, and defence boost items. with the occasional skill boost item.
    again none of this is needed, just nice to have.


    fighting styles and combat techniques

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    fighting style 1-7
    until taking levels in spellsword the characters battle strategy would be using its spells as a ranged combat controller and damager.
    possibly using summons in tight situations.
    using abrupt jaunt to teleport away from the biggest threats, and casting defensively and dealing with smaller threats through spells.
    cloudy conjuration debuffs enemies for free when casting.
    and with the level of fighter and weapon finesse with combat reflexes at level 6, coupled with cloudy conjuration, it would be more dangerous standing next to the character the other wizards.
    though not doing much damage, you would have a reasonable amount of AoO's due to the reach. and due to cloudy conjuration debuffing an enemy next to you, you may cause them to move.
    this may trigger AoO's.

    the idea is that you are slightly more versatile in combat, actually having some melee capabilities above that of an average wizard.

    specific spells - mage armour (and greater) along with shield to protect you. the ectoplamsic armour against incoporials.
    armour lock, grease, sticky floor and obscuring mist are all to control movement and the battle field as well as debuff.
    ray of enfeeblement/clumsiness, reduce person, glitterdust, nauseating breath, dispel magic and shivering touch all debuff your opponent and blindness/deafness are at low levels essentially save or die.
    a few buff spells in true strike (though that is more useful later), minor energy ward, protection x, alter self, cats grace, resist energy, blink, haste and fly.
    and then some direct damaging spells, ranging through the levels for different amounts, rays and AoE, and types of damage to overcome immunities.
    the summon monsters can be used as well, but would mainly be for fodder. the other spells are just useful and you should never leave home without them




    fighting style 8-15
    the fighting style shifts slightly as you gain more offensive capabilities. you channel your weapon with spells that will help debuff attackers,
    fight and cast defensively, depending on the state of the field and the abilities of what you are fighting. if you have a great distance between you, you can still ranged debuff and save or suck, or damage, whatever is needed.
    when you can channel, you channel debuffs and counters to big bulky fighting types or you channel fort based save or sucks against caster types. when you reach level 12 you can AoO without penalty when fighting defensively,
    so when you are charged you AoO due to reach and then you deal small damage and a debuff to your attacker before they can get to you or save or die them before they attack. this is of course after the obligatory 10ft teleport.

    if you are only fighting one monster then you cast normally, and keep the enemy away from you with the abrupt jaunt. and only in odd cases would you resort to combat.
    but still unlike other casters, you are not so squishy and frail. combat is a secondary style of attack but it is not weak.

    the spells from level 1-7 are useful still, some of them only gaining uses at this level, like true strike and enlarge person for the extra reach.
    the new spells gained give extra possibilities

    spells-
    black Tentacles are used against mainly large groups of enemies, they grapple them down and damage them. leaving you to deal with them as you wish and probably getting AoO whilst they are trying to escape.
    celerity/dimdoor/teleport, although they all have more intended uses, used in combination against enemies that gain an upper hand they are a great get out of jail card.
    dim anchor is great for casters attempting the same thing i just suggested. you want to wail on them as they will probably have slightly more advanced casting.
    polymorph/draconic polymorph - both morph into any creature but one is better than the other. again useful against anything.
    greater blink and sonic sheild are great buffs and synergise well with my combat style. those who get through even get damaged. they have to get my ac, then get the miss chance then they hit me. whereas i get lots of hits on them.
    flesh to salt is a great save or die where saving means you still do damage and an effect.... brilliant when channelled.
    gelid blood is a great debuff which always does some of the desired effect even when saved.




    once you hit level 15, you get robilars gambit. at that point you would get AoO against any enemies that attack you, and even more against enemies that attack more than once, even if they miss.
    at least one of these (made with no penalty) will hit, allowing you to use your carefully placed channelled spell on them for free.
    at level 17 you gain the ability to use low level abjuration spells as swift actions and the spells themselves become more potent.
    your swift action which was previously reserved for the abrupt jaunt now gains versatility. either you are against an opponent that will eat you alive in melee and you jaunt away,
    or you are fighting something that dislikes combat so you buff up and charge in. though once charged in you take a defensive stance most likely.

    here is where the character is mostly switching from ranged spellcaster to combat mage. as you have levelled you have fallen slightly behind in spellcasting, but you gain more melee versatility.
    with the emphasis being on not being hit whilst getting extra attacks at the enemy.

    the spells you gain include-
    acid fog - which is both damage and manipulation.
    contingency - allowing you to use most of your protection spells and buffs in case you are attacked. giving you a bit of a head start or catch up. and as long as its not a costly spell then its free daily.
    disintegrate - because its awesome
    greater dispel magic - because there is always a bigger mage
    mages lubrication - because i needed that spell twice
    Mummify - a great save or die that also does damage.
    chain lightning - just in case you need to finish foes off at range
    True Seeing - because nearly everything has some form of concealment or invisibility at this point.




    idea of fighting style at level 18+

    using fighting defensively each turn you would gain a boost in ac. this offsets the penalty from robilars gambit
    you still get all your attacks. with a small penalty to hit. then you would up your ac and lower your attack from combat expertise using the maximum.
    this gives you + 8 ac and -9 to your attacks. this is then modified by robilars gambit.
    you can use arcane strike to turn a low level spell into a big to hit and damage buff on your main attack each turn as a free action.
    you can either cast a low level abjuration spell in defence and get it boosted by your class abilities as a swift action
    or you can expend a low level spell to gain a bigger to hit bonus on your main attack if the opponent has a very big ac,
    you could also use any of the other effects of the abjurant champions arcane boost instead as needed.
    this means that only using your free actions and your swift you improve either attack and defence or attack by a large margin.
    you can then channel a spell into your sword (either a high damage evocation or conjuration spell, or a save or die, or a debuff)
    so that your one big hit causes a lot of damage, or a good amount and another effect of your choice. you then have your other 3 attacks to cause more damage.
    you may, if the fight needs to be over quickly, expend spell slots on each of these attacks to gain more damage and higher to hit,
    but with a diminishing attack bonus it is better to add these bonuses to either only the first attack, or first and second only.

    on top of this you also have a reasonably high AC due to combat expertise and fighting defensively with no penalties on your AoO's.
    whenever an enemy attacks you, you gain an attack of opportunity against them,you get 5 attacks of opportunity each turn just with your stats.
    (the 1 everyone gets and the +4 from combat reflexes, if your dex increases for any reason like magic items it accents this but is not necessary)

    so a round of fighting consists of
    free action buff
    swift action buff
    move action channel (or move if channelled)
    standard action fighting defensively and full combat expertise, attack with the boosted channelled spell attack. this usually offsets the penalties you have built up using all your abilities in conjunction.
    you hit with the attack and get the desired effect. if you fail then the effect is on the first successful AoO.

    outside of your turn you then have dex+1 AoO, you have reach and can attack anyone within that reach. you also gain an AoO against any enemies that attack you in your reach range. this is increased if you use enlarged person before hand.

    if full round then similar except you need a spell already channelled and you gain more attacks.

    you can gain a larger bonus to your AC if needed by taking total defence as your standard action. your AoO's get a -4 but you still get to make them. so you can channel and then wait for your AoO's.
    these are possible due to active shield defence.

    i believe the sweet spot of this build is levels 18-20. when the abjurant champion and arcane strike mix with the fighting style, you are then able to attack, defend and cast simultaneously.
    you are very economical with your actions during this whole build, with at least one option for swift and free actions at any time.




    life story so far

    Spoiler
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    fluff-

    drylax grew up in a reasonably large town called harahaven and lived with his mother and father happily.
    from a young age he was obsessed with magic. there was a local conjurer named alfas who loved to put on shows for the kids at every opportunity drylax never missed a show.
    when drylax was old enough he asked the wizard to teach him some tricks. alfas took him on as an apprentice. and drylax soon learned the basics of wizardry.

    then war hit harahaven, and each citizen was conscripted into the guard and given 6 weeks of training as a warrior. drylax was bad in all areas of swordplay and also with a spear. his officers had little hopes for him.
    one day a local gang who were also going through the same process attacked him, more to bully him then to cause harm. the only nearby weapon was an ordinary chain.
    drylax snatched it up and whirled it around his head whilst dodging all attacks before conjuring a small orb of acid and flinging it at the leader.
    seeing this the gang run. but his officers also saw this. the gang never hit him, and they decided to teach him how to use a chain as a weapon.

    after being taught by the master of weapons how to use it effectively and using mobility over strength he passed basic fighter training.
    he then returned to his studies under alfas, hearing of his exploits he taught him how to use the left over energy from conjuring spells into producing a nearby cloud of smoke to sicken enemies.
    he also had to spend 1 hour a day training so he never lost his martial discipline,
    he spent the time being taught all about how to duck and weave against opponents whilst hitting then when they least expect it.
    after the compulsory 1 hour a day of weapons training, he spent the rest of the time with alfas learning the secrets of magic.

    6 months later, an army approached the town and all its citizens were sent to meet it. alfas was with the generals and preparing against arcane bombardment and drylax was not allowed with him.
    he was put in his fathers unit under his command. as the battle started alfas and an enemy sorcerer battled and were matched. so it came to melee to decide it.
    the enemy charged and drylax's unit was hit hard. only him his father and a handful of others survived past a minute.

    in the battle, one of the enemy champions charged drylax whilst his back was turned and he was knocked to the ground with his shield. his father jumped in to save him. but the enemy champion got the upper hand and decapitated him.
    raging with fury drylax rose. snatched up his chain. and with a whip of pure inspiration he disarmed the champion. another swipe and the champion was being strangled.
    he pulled hard and then with a spell, shattered his shield, with another, blinded him, and with a final spell set him on fire. holding him and choking him so hard he had no energy to fight back or put the flames out. only scream.
    all nearby warriors stopped at this horrifying sight and gave him a wide birth. after watching his fathers murderer burn, his gaze turned the the enemy sorcerer.
    the sorcerer was out lasting his master. his master had taught him they had more magical reserves each day then a wizard. his master would soon be overcome.

    he rushed towards him. chain whirling and the sea parted ahead of him, with any enemy warrior who did not move being blasted with a magic missile.
    his master saw this and concentrated on dispelling the sorcerer. as the sorcerer saw this he tried to blast drylax. but was being dispelled.

    drylax reached the sorcerer but just before he did he unleashed a large spell at alfas and knocked him unconscious.
    enraged further, drylax wanted to hurt him. he tried to unleash a bolt of energy, but remembered he had used all of them on the way here.
    still determined he charged the sorcerer. he was not expecting this. drylax wrapped the chain around the sorcerers arm and pulled, flaying it.
    he dodged a bolt of lightning and whipped the sorcerer around the head. and then pulled hard. knocking the sorcerer down.
    he sat on his chest and wrapped his chain around his neck, pulling so hard the sorcerers neck snapped and tore off from his shoulders.
    the town was victorious.

    after the battle, his master said that he knew a man who was part of a order of spellswords. and after seeing him battle he thinks it is the best course of action for drylax. he promised to look after his mother.
    drylax left harahaven a month later and joined the order of spellswords.
    alfas's contact was called daranious, who took him in as an initiate. the order was the brotherhood of arathor.
    they taught him how to use his weapons and his spells simultaneously, and how to use armour effectively. his ability with spells progressed slowly, but his martial discipline was never better and increased daily.
    he was surprised at how active the order were, they went on expeditions and "crusades" very often to liberate towns from invaders and other threats. it was an unusual but rewarding experience.
    they taught him how to use a buckler on his arm as well as use his chain. and it became second nature. they taught him some really exotic spells to use through his chain.
    over many years he became a master of defensive combat, growing to one of the most powerful champions of the order. having a better grasp of magic then most members of the order.
    one day they joined forces on a "crusade" with the neighbouring order of abjurant champions.
    they liberated a city that had been overthrown by a necromancer. and during it he saved the life of the head of the abjurant champions.

    they became good friends and decided to merge the orders together, both orders agreed. and formed "the arathian united order of the arcane sword"
    once he had learned that he had nothing much left to learn from spell channelling, only how to use multiple spells but no more energy can be channelled, he pursued the secrets of the abjurant champions.
    they had a much greater emphases on spell casting and he was once again learning as fast as he had under his old master alfas. who came with his mother from time to time to visit, but had found that drylax had now surpassed him in magical talent.
    he learned how to use his defensive combat style to its maximum, learning that no one can now attack him without getting a chain around the face.
    the abjurant champions taught him how to use low power spells to their maximum, how to use them so fast and with such little ease that in a few seconds he can protect himself, channel and attack all together. giving him a major advantage in combat.
    they also taught him how to turn spell energy into striking power. he mastered this greater than any of them, and became the most ferocious warrior out of both combined orders.

    now the leader of the order and using his wise council to advise him he brings justice and liberation to all settlements under their protection, big or small.



    sources
    Spoiler
    Show

    players handbook
    complete mage
    complete warrior
    complete arcane
    SRD
    unearthed arcana
    PHB2
    spell compendium
    libris mortis
    races of dragon
    frostburn
    sandstorm


  21. - Top - End - #321
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Sometimes, the journey is the destination
    Quote Originally Posted by Balthazar Naught
    Balthazar Naught, "The Dreamer of Great Dreams"

    Neutral Good Human Sha'ir 8/Radiant Servant of Lathander 1/Sacred Exorcist 1/Spellsword 10

    "The day I have no more dreams, is the day I die."

    Spoiler: Fluff
    Show
    Baltazhar has known many lives, visited many lands, and seen many things. He wanders through land and ocean, seeking marvels to admire, ideals to commend, and stories to hear. For Balthazar, life is movement, constant change, fluidity.

    Magical or mundane, arcane or divine, the constant cycle of renewal has no time for such trivialities; what in the past didn't exist, is; and what is, in time will be no more. In front of such ephimerality, life must be lived.


    Where do I come from? Where am I going? It doesn't matter.


    Spoiler: Character Attributes
    Show

    Race: Human, Mulan
    Patron Deity: Lathander

    Ability Scores (L1):


    STR: 14
    DEX: 12
    CON: 14
    INT: 12
    WIS: 14
    CHA: 14

    Ability Scores (L20):


    STR: 14
    DEX: 12
    CON: 14
    INT: 12
    WIS: 14
    CHA: 19



    "This mortal vessel is too slow for my impetuous soul!"


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Sha'ir 1 +0 +0 +0 +2 Knowledge (The Planes) 4, Knowledge (Religion) 1, Diplomacy 4, Bluff 4, Knowledge (Arcana) 4 Nymph's Kiss, Apprentice (Spellcaster) Summon Gen Familiar
    2nd Sha'ir 2 +1 +0 +0 +3 Knowledge (The Planes) 5, Knowledge (Religion) 2, Diplomacy 5, Bluff 5, Knowledge (Arcana) 5
    3rd Sha'ir 3 +1 +1 +1 +3 Knowledge (The Planes) 6, Knowledge (Religion) 4, Diplomacy 6, Spellcraft 1, Knowledge (Arcana) 5 Southern Magician Recognize Genie Works
    4th Sha'ir 4 +2 +1 +1 +4 Knowledge (The Planes) 7, Knowledge (Religion) 6, Diplomacy 7, Spellcraft 2, Knowledge (Arcana) 5
    5th Sha'ir 5 +2 +1 +1 +4 Knowledge (The Planes) 8, Knowledge (Religion) 8, Diplomacy 8, Spellcraft 3, Knowledge (Arcana) 5 Elemental Protection
    6th Sha'ir 6 +3 +2 +2 +5 Knowledge (The Planes) 8, Knowledge (Religion) 9, Diplomacy 8, Spellcraft 3, Knowledge (Arcana) 5, Heal 1.5 Planar Touchstone: Catalogues of Enlightenment (Undeath Domain)
    7th Sha'ir 7 +3 +2 +2 +5 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 8, Spellcraft 4, Knowledge (Arcana) 5, Heal 2.5 Call Janni
    8th Sha'ir 8 +4 +2 +2 +6 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 8, Spellcraft 4, Knowledge (Arcana) 5, Heal 5
    9th Radiant Servant of Lathander 1 +4 +4 +2 +8 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 12, Spellcraft 5, Knowledge (Arcana) 5, Heal 5 Extend Spell Extra Greater Turning, Radiance, Turn Undead (Stacks Only)
    10th Sacred Exorcist 1 +4 +4 +2 +10 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 13, Spellcraft 7, Knowledge (Arcana) 6, Heal 5 Exorcism, Turn Undead (Granted and Stacks)
    11th Spellsword 1 +5 +6 +2 +12 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 14, Spellcraft 10, Knowledge (Arcana) 6, Heal 5 Ignore Spell Failure 10%
    12th Spellsword 2 +6 +7 +2 +13 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 15, Spellcraft 13, Knowledge (Arcana) 6, Heal 5 Persistent Spell, Divine Metamagic (Persistent Spell) Bonus Feat
    13th Spellsword 3 +7 +7 +3 +13 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 16, Spellcraft 16, Knowledge (Arcana) 6, Heal 5 Ignore Spell Failure 15%
    14th Spellsword 4 +8 +8 +3 +14 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 17, Spellcraft 17, Knowledge (Arcana) 6, Heal 5, Concentration 2 Channel Spell 3/day
    15th Spellsword 5 +9 +8 +3 +14 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 18, Spellcraft 17, Knowledge (Arcana) 6, Heal 5, Concentration 5 Arcane Disciple (Strength) Ignore Spell Failure 20%
    16th Spellsword 6 +10 +9 +4 +15 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 19, Spellcraft 17, Knowledge (Arcana) 6, Heal 5, Concentration 8 Channel Spell 4/day
    17th Spellsword 7 +11 +9 +4 +15 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 20, Spellcraft 17, Knowledge (Arcana) 6, Heal 5, Concentration 11 Ignore Spell Failure 25%
    18th Spellsword 8 +12 +10 +4 +16 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 21, Spellcraft 17, Knowledge (Arcana) 6, Heal 5, Concentration 14 Arcane Strike Channel Spell 5/day
    19th Spellsword 9 +13 +10 +5 +16 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 22, Spellcraft 17, Knowledge (Arcana) 6, Heal 5, Concentration 17 Ignore Spell Failure 30%
    20th Spellsword 10 +14 +11 +5 +17 Knowledge (The Planes) 10, Knowledge (Religion) 9, Diplomacy 23, Spellcraft 17, Knowledge (Arcana) 6, Heal 5, Concentration 20 Multiple Channel Spell


    "Sometimes you have to give things a little push to set them in motion."

    Spoiler: Spells Known/Spells per Day
    Show


    Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 5 3 - - - - - - - -
    2nd 6 3 - - - - - - - -
    3rd 6 4 - - - - - - - -
    4th 7 4 2 - - - - - - -
    5th 7 5 3 - - - - - - -
    6th 8 5 3 2 - - - - - -
    7th 8 6 4 3 - - - - - -
    8th 9 6 4 3 2 - - - - -
    9th 9 7 5 4 3 - - - - -
    10th 9 7 5 4 3 2 - - - -
    11th 9 8 6 5 4 3 - - - -
    12th 9 8 6 5 4 3 - - - -
    13th 9 8 6 5 4 3 2 - - -
    14th 9 8 6 5 4 3 2 - - -
    15th 9 9 7 6 5 4 3 - - -
    16th 9 9 7 6 5 4 3 - - -
    17th 9 9 7 6 5 4 3 2 - -
    18th 9 9 7 6 5 4 3 2 - -
    19th 9 9 8 7 6 5 4 3 - -
    20th 9 9 8 7 6 5 4 3 - -


    0th Level: Detect Magic, Light, Prestigitation, Mage Hand, Mending, Stick, Arcane mark, Read Magic, Open/Close.
    1st Level: Charm Person, Magic Missile, Grease, Karmic Aura, Comprehend Languages, Scholar's Touch, Ray of Enfeeblement, Benign Transposition, Disguise Self.
    2nd Level: Wraithstrike, Whirling Blade, Shatter, Swift Fly, Earth Lock, Bladeweave, Locate Object, Detect Thoughts.
    3rd Level: Haste, Fly, Great Thundeclap, Arcane Sight, Dimension Step, Legion of Sentinels, Mask of the Ideal.
    4th Level: Divine Power, Evard's Black Tentacles, Greater Invisibility, Know Vulnerabilities, Dimensional Anchor, Ruin Delver's Fortune.
    5th Level: Spell Theft, Draconic Polymorph, Greater Blink, Teleport, Cloudkill.
    6th Level: Tenser's Transformation, True Seeing, Antimagic Field, Howling Chain.
    7th Level: Arcane Spellsurge, Bite of the Werebear, Limited Wish.
    8th Level: None Known

    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4 2 - - - - - - - -
    2nd 5 3 - - - - - - - -
    3rd 5 3 1 - - - - - - -
    4th 5 4 3 - - - - - - -
    5th 5 4 3 1 - - - - - -
    6th 5 4 4 3 - - - - - -
    7th 5 5 4 3 1 - - - - -
    8th 5 5 4 4 3 - - - - -
    9th 5 5 5 4 3 1 - - - -
    10th 5 5 5 4 4 3 - - - -
    11th 5 5 5 5 4 3 1 - - -
    12th 5 5 5 5 4 3 1 - - -
    13th 5 5 5 5 4 4 3 - - -
    14th 5 5 5 5 4 4 3 - - -
    15th 5 5 5 5 5 4 3 1 - -
    16th 5 5 5 5 5 4 3 1 - -
    17th 5 5 5 5 5 4 4 3 - -
    18th 5 5 5 5 5 4 4 3 - -
    19th 5 5 5 5 5 5 4 3 1 -
    20th 5 5 5 5 5 5 4 3 1 -



    "Let me tell you a little about me..."

    Spoiler: Level Breakdown
    Show


    Levels 1-5

    In these levels Balthazar won't be identifying spells, besides that, he is a pretty standard Sha'ir, his gen is timed out most of the time, making sure the spells stay available. Along his career, Balthazar is going to be more of an utility caster. Nevertheless, full access to the Sorcerer/Wizard spell list means that with some preparation, he can perform most of the tricks of a normal spellcaster.

    Balthazar has a Fire Gen.

    Level 6-10

    The spells stay available for 6 hours, up to 8 hours at level 8. Thanks to the PrCs, Balthazar has a small bump in HP, and with the proficiencies can be a last resource physical combatant. He starts identifying spells in this stage, a task made easier thanks to the bonus from Apprentice, Knowledge (Arcana) synergy. The spell retrieval process is more thrustworthy, and Balthazar can be a mundane party face with Diplomacy and Bluff.

    Qualifying for Radiant Servant:
    Thanks to Sha'ir's access to the Sun Domain, capacity for casting divine spells, and Planar Touchstone: Catalogues of Enlightenment (Undeath Domain), Balthazar qualifies for Radiant Servant (adapted to Lathander since Balthazar is a Mulan Human), gaining Martial Weapon Proficiency and Proficiency "with all armor". Even though the table says "+1 level of existing divine spellcasting class ", the text says "whatever spellcasting class he belonged to before he added the prestige class", and mentions a class that allows the character to cast 1st-leve divine spells. Sha'irs are arcane spellcasters that can cast a small set of divine spells, without converting those spells into arcane, thus, it qualifies.

    Sweet Spot: Levels 11-15

    Balthazar's Spellcasting slows due to Spellsword, but he gains a different quality: transforming Personal Buffs into touch buffs via Channel spell. Granted, this requires attacking allies, but that is a minor setback. Not only that, but he can persist arcane spells thanks to Southern Magician, 4 or 7 per day depending on the interpretation of "spellcaster level". Being a CHA spellcaster means that he doesn't require being MAD to do this aptly. Wraithstrike, Greater Invisibility, Greater Blink, Arcane Sight, and eventually Arcane Spellsurge and Bite of the Werebear are good options.

    He also gets access to Divine Power thanks to Arcane Disciple. It is the only divine spell included in the Spells Known due to Divine Metamagic only working on "spells that you know".

    With this and the increase in dice, Balthazar can now participate properly in melee combat, as well as being the spellcaster.

    Channel Spells also works as a buffer for Balthazar's spells, remaining in the weapon for up to 8 hours after the channeling. This gives him the capacity to retain spells for up to 16 hours, if the retrieval procedure would take too long to refresh (like is the case for divine spells)

    A specific trick that Balthazar can perform is combining Channel Spell + Tenser's Transformation. If the conditions allow him to be in melee distance of a spellcaster, he can Channel Tenser's Transformation in his weapon and disable his spellcasting.

    Level 16-20

    Limited Wish works as an emergency method to quickly access spells with a longer retrieval time, allowing Balthazar to use divine spells of up to level 5 without waiting hours for them. Using Limited Wish to get arcane spells is not recommended unless waiting minutes is not an option.

    Thanks to Arcane Spellsurge and Whirling Blade, Balthazar can Channel 2 spells into his weapon and discharge the spells into an enemy at a range of up to 60 ft. in the same round. Arcane Spellsurge also allows him to cast and do physical attacks in the same round, and his spell failure becomes low enough that he can wear medium armor and cast spells. Heavy armor is viable as well, with minor investment.

    He also gets Arcane Strike, to better cooperate in melee.

    Alternatively, using his weapon as a buffer works for 2 spells at the same time. This ability of his is very useful at level 19 and 20, since he can cast 8th-level spells, but he has no spells known, which means that the retrieval process for these spells takes about 10 minutes for arcane spells and about half a day for divine spells.


    "Go get yourself a book, people spill their dreams all over those!"

    Spoiler: Sources
    Show

    Races of Faerun (Southern Magician, Mulan Humans)
    Dragon Magazine Compendium (Sha'ir)
    Complete Divine (Radiant Servant of Pelor, Sacred Exorcist, Divine Metamagic)
    Complete Warrior (Spellsword)
    Planar Handbook (Planar Touchstone)
    Book of Exalted Deeds (Nymph's Kiss)
    PHB II (Apprentice)

  22. - Top - End - #322
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Well, he's not The Serpent, but he's capable of wreaking more than enough havoc already.
    Quote Originally Posted by Naras
    Naras, Trickster Vagabond
    Male Gray Elf, Chaotic Neutral, Fighter 2/Wizard 6/Bladesinger 3/ Spellsword 9

    Abilities:
    Spoiler
    Show

    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    8 16 10 20 10 10 32-point buy
    8 16 10 21 10 10 4th
    8 16 10 22 10 10 8th
    8 16 10 23 10 10 12th
    8 16 10 24 10 10 16th
    8 16 10 25 10 10 20th


    Build:
    Spoiler
    Show


    Level Class BAB Fort Ref Will Skills Feats Features
    1 Elf Wizard 1 0 0 0 2 Balance 2 , Concentration 4 , Knowledge (Arcana) 4, Perform (Dance) 2, Perform (Sing) 2 , Spellcraft 4, Tumble 2 Scribe Scroll,Combat Casting Generalist Wizardy, Familiar, Spellcasting
    2 Fighter 1 1 2 0 2 Balance 2 , Concentration 5 , Knowledge (Arcana) 5, Perform (Dance) 2.5, Perform (Sing) 2.5 , Spellcraft 4, Tumble 2.5 Dodge -
    3 Fighter 2 2 3 0 2 Balance 2 , Concentration 6 , Knowledge (Arcana) 6, Perform (Dance) 3, Perform (Sing) 3 , Spellcraft 4, Tumble 3 Weapon Finesse, EWP (Elven Thinblade) -
    4 Elf Wizard 2 3 3 0 3 Balance 2 , Concentration 7 , Knowledge (Arcana) 7, Perform (Dance) 3.5, Perform (Sing) 3.5 , Spellcraft 6, Tumble 3.5 - -
    5 Elf Wizard 3 3 4 1 3 Balance 2 , Concentration 8 , Knowledge (Arcana) 8, Perform (Dance) 4, Perform (Sing) 4 , Spellcraft 8, Tumble 4 - Natural Link
    6 Spellsword 1 4 4 1 5 Balance 2 .5, Concentration 9 , Knowledge (Arcana) 9, Perform (Dance) 4.5, Perform (Sing) 4.5 , Spellcraft 9, Tumble 4.5 Combat Expertise Ignore spell failure 10%, +1 level of existing arcane spellcasting class
    7 Spellsword 2 5 6 1 6 Balance 3, Concentration 10 , Knowledge (Arcana) 10, Perform (Dance) 5, Perform (Sing) 5 , Spellcraft 10, Tumble 5 Weapon Focus (Rapier) -
    8 Bladesinger 1 6/1 7 3 8 Balance 5, Concentration 11 , Knowledge (Arcana) 11, Perform (Dance) 6, Perform (Sing) 6 , Spellcraft 11, Tumble 6 - Bladesong style, +1 level of existing arcane spellcasting class
    9 Spellsword 3 7/2 7 4 8 Balance 6, Concentration 12 , Knowledge (Arcana) 12, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand .5, Spellcraft 12, Tumble 7 Einhander Ignore spell failure 15%, +1 level of existing arcane spellcasting class
    10 Spellsword 4 8/3 7 5 9 Balance 7, Concentration 13 , Knowledge (Arcana) 13, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand 1, Spellcraft 13, Tumble 8 - Channel spell 3/day
    11 Bladesinger 2 9/4 8 6 10 Balance 8, Concentration 14 , Knowledge (Arcana) 14, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand 2.5, Spellcraft 14, Tumble 9 - Lesser Spellsong
    12 Spellsword 5 10/5 8 6 10 Balance 9, Concentration 15 , Knowledge (Arcana) 15, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand 3, Spellcraft 15, Tumble 10 Practiced Spellcaster Ignore spell failure 20%, +1 level of existing arcane spellcasting class
    13 Spellsword 6 11/6/1 8 7 11 Balance 10, Concentration 16 , Knowledge (Arcana) 16, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand 4, Spellcraft 15, Tumble 11 - Channel spell 4/day
    14 Bladesinger 3 12/7/2 9 7 11 Balance 10, Concentration 17 , Knowledge (Arcana) 17, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand 6, Spellcraft 15, Tumble 13 - +1 level of existing arcane spellcasting class
    15 Spellsword 7 13/8/3 10 7 12 Balance 10, Concentration 18 , Knowledge (Arcana) 18, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand 8, Spellcraft 15, Tumble 14 Single Blade Style Ignore spell failure 25%, +1 level of existing arcane spellcasting class
    16 Spellsword 8 14/9/4 10 7 12 Balance 10, Concentration 19 , Knowledge (Arcana) 19, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand 9.5, Spellcraft 15, Tumble 16 - Channel spell 5/day
    17 Wizard 4 15/10/5 11 8 13 Balance 10, Concentration 20 , Knowledge (Arcana) 20, Perform (Dance) 6, Perform (Sing) 6 , Sleight of Hand 10, Spellcraft 15, Tumble 19 - -
    18 Wizard 5 15/10/5 11 8 13 Balance 10, Concentration 21 , Knowledge (Arcana) 21, Perform (Dance) 7, Perform (Sing) 6 , Sleight of Hand 10.5, Spellcraft 15, Tumble 21 Extend Spell, Arcane Strike -
    19 Wizard 6 16/11/6/1 12 9 14 Balance 10, Concentration 22 , Knowledge (Arcana) 22, Perform (Dance) 8, Perform (Sing) 7 , Sleight of Hand 11, Spellcraft 15, Tumble 22 - -
    20 Spellsword 9 17/12/7/2 12 10 14 Balance 10, Concentration 23 , Knowledge (Arcana) 23, Perform (Dance) 9, Perform (Sing) 8, Sleight of Hand 11.5, Spellcraft 15, Tumble 23 - Ignore spell failure 30%, +1 level of existing arcane spellcasting class


    Spells Per Day:
    Spoiler
    Show

    Level Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
    1 3 2 - - - - - - - -
    2 3 2 - - - - - - - -
    3 3 2 - - - - - - - -
    4 4 3 - - - - - - - -
    5 4 2 2 - - - - - - -
    6 4 3 3 - - - - - - -
    7 4 3 3 - - - - - - -
    8 4 3 2 2 - - - - - -
    9 4 3 3 3 - - - - - -
    10 4 3 3 3 - - - - - -
    11 4 3 3 3 - - - - - -
    12 4 4 3 2 2 - - - - -
    13 4 4 3 2 2 - - - - -
    14 4 4 3 3 3 - - - - -
    15 4 4 4 3 2 2 - - - -
    16 4 4 4 3 2 2 - - - -
    17 4 4 4 3 3 3 - - - -
    18 4 4 4 4 3 2 2 - - -
    19 4 4 4 4 3 3 3 - - -
    20 4 4 4 4 4 3 2 2 - -


    Fluff:
    Spoiler
    Show
    Never a dull day in my life. My parents always did say I was too smart for my own good, and did it show early. I had an early knack for the arcane arts, and my mother was quick to be certain I followed in her footsteps. My only problem was that I was always bored out of my mind and had to find ways of entertaining myself while the instructors would drone on. You'd think they'd appreciate the clever application of a grease spell to alleviate the soul crushing boredom of a lecture, but it turns out making ones mentor fall flat on their rear does not earn one friends. That and for some reason using my ferret to leave caltrops on his chair when he wasn't looking didn't seem to have any good results either.

    Either way the invariable result was grueling training with my father who used sword practice as a means of punishment, though I hated it then, it did prove useful. The combat training allowed me to open my eyes to other possibilities for my magic, and I was quick to figure out how to best use my dexterity in combat to better out maneuver the dimwitted louts who I typically ended up sparring with.

    Still I eventually grew bored of life in that little mountain dwelling, that and for some reason they seemed rather insistent on getting rid of me once I came of age. Still not entirely sure why to be honest, though it might have had something to do with my casting Magic Mouth on the council chairs... Regardless my new life began and I was free to do as I pleased.

    Unfortunately my ability to keep a straight face,or rather the lack thereof tended to get me into more fights than I had the ability to stop with magic, so after barely winning a few without any spells I realized that there had to be someway to marry the two arts so I wasn't quite as helpless.

    Through clever insight, and the study of a few ancient tome I eventually discovered a way to send my spells into my sword and be able to release them onto a carefully selected target with the strike of my blade. The next bar I was at gave me the opportunity to test my theories.

    Needless to say they performed marvelously... outside of a few minor difficulties, however the skill was still a success and it allowed me to meet a rather charming young woman. Turns out the gal I used to start the bar brawl was a similar minded trickster to myself. We just had some slightly different means of fighting.

    We took to traveling together and helped each other develop our own styles while picking up a few tricks from the other. We're still traveling, and honestly I'm thinking about taking her back to meet my parents. Ah the mayhem we could cause.


    Sources:
    Spoiler
    Show

    Gray Elf: MM 104
    Bladesinger: CW 17
    Elf Wizard: RoW 157
    Arcane Strike: CW 96
    Practiced Spellcaster: CA 82
    Single Blade Style: DC 108


    Notes:
    Spoiler
    Show


    Spoiler: Level 1-5: Qualifying
    Show
    Nothing particularly fantastic happening here. Fighter is a easy way to meet the armor requirements, and helps with our BAB for later. 3 levels of wizard provides for the spells we need to qualify for the prestige class. The Elf RSLs for wizard gives a nice boost to spells per day so that we should always have a good number available to get us through the day. Featwise the only thing notable is grabbing EWP for a slightly better damage with the Elven Thinblade instead of a regular Rapier

    Spoiler: Level 20 : Final Build
    Show
    At level 20 we have Access to just about everything we could need. We only go up to Level 9 as a Spellsword so that we have access to up to level seven spells gives us a good blend of power and versatility, moreso than if we were able to channel two spells into our weapon.. We also have a +17 BAB which grants us a full 4 iterative attacks. This allows us to safely alternate between preparing a spell for our blade and defensively casting for a standard action, and then attacking the next round with a barrage of strikes, the first of which will deal extra damage from the spell charge.

    Our feats focus towards making our one handed fighting style inherited from Bladesinger as effective as possible. Einhander increases our defensive capabilities, and gives us access to a unique feint that isn't tied to mediocre charisma score. Single Blade Style likewise gives us an further boost for only having one weapon. Practiced Spellcaster helps us recoup some of the loss to our Caster Level from our martial classes. Arcane Strike gives a further attack and damage boost as a free action for use in tight situations.

    Our levels in Bladesinger give us a boost to our defenses and make for easier concetration checks when casting in battle.


  23. - Top - End - #323
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    She's got class, that's for sure.
    Quote Originally Posted by Onnedad Kairdwen
    Onnedad Kairdwen



    Race: Illumian (Power Sigils: Naen Krau)
    Ability Scores: Str 10, Dex 10, Con 13, Int 18, Wis 13, Cha 10
    Ability Increases: Int 19 (4th), Int 20 (8th), Int 21 (12th), Int 22 (16th), Con 14 (20th)
    Languages: Common, Illumian, Draconic, Ignan, Sylvan, Elven
    Alignment: CG

    Backstory:
    Spoiler
    Show

    Onnedad swung her whip out, hoping to catch her opponent's leg, but he sidestepped and lunged back at her with his sword. It thunked into her breastplate, the force of the blow dazing her for a split second, but she managed to shrug it off and get her shortsword up in time to deflect the next swing. Feinting with the whip, she tried to dash in for a quick stab, but her opponent quickly knocked her shortsword away and then unleashed a series of furious overhand chops. One blow glanced off her wrist, and she felt it go numb. The next blow caught her on the elbow, which much the same effect. She managed to get her shortsword back up for the third blow, but she felt a dull vibration jump up her entire arm and explode in pain when it reached her shoulder. Onnedad skipped back, hoping to get outside his reach before he could swing again.

    Smelling a quick kill, her opponent pressed his assault, but fortunately the rest of her body was not as numb as her arm, and she was able to duck, weave, and spin around the worst of it. She staggered back towards the pond, and felt her foot hit one of the edgestones.

    "Here we go," she thought. "Time to even things up." She skipped along the edge of the pond, hopped out onto the footstone bridge, and spun towards her opponent as she brought her shortsword up, arm tingling but fortunately still functioning.

    Her opponent followed right after her, but then one of the footstones shifted, and he momentarily lost his balance. Striking with the quickness of a snake, Onnedad slipped her shortsword under his guard and found the soft point just above the greave and behind the knee. Her opponent's howl of pain was drowned out with a loud splash and panicked gurgling. By the time he managed to get his head back above water, Onnedad had her shortsword just under his chin. "I believe that's game and match," she whispered into his ear.

    Bardak, standing on the other side of the pond, shouted out, "Enough!" He motioned to one of his guards. "Help him out. Kairdwen! Front and center!"

    Onnedad walked back to the mercenary captain, taking her time to strut a little while sheathing her shortsword and taking off her gloves. She stopped and stood at attention.

    Bardak narrowed his eyes, looking her up and down. "Alright, so you can fight. You took out all the traps my knuckleheads could rig up. I'm not sure how you managed to forge my signature on that leave request, but that was nicely done. What can you do with magic."

    In one smooth motion, Onneded stepped back, pulled out her whip, and snapped it at the guard standing next to Bardak. The guard barely got out a yelp before his skin shimmered and shrunk. His body shrunk as he fell to the ground and his limbs melted into fins. Turned into a fish, the transformed guard flopped helplessly in the dirt. Stepping over to the fish, Onnedad quickly flicked him into the pond.

    Bardak raised an eyebrow. "Now that... could be very useful."


    Build Stub: Factotum 2/Duskblade 3/Chameleon 4/Spellsword 9/Dragon Disciple 1/Spellsword +1

    Build Progression:
    Spoiler
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Factotum 1 +0 +1 +2 +1 Balance 4, Bluff 4, DisDev 4, Disguise 4, KnowArcana 4, Search 4, SenseMotive 4, Spellcraft 4, Tumble 4, UMD 4 Able Learner Inspiration 2, Cunning Insight, Cunning Knowledge, Trapfinding
    2nd Factotum 2 +1 +1 +3 +1 Balance 5, Bluff 5, Concentration 2, DisDev 5, Disguise 5, KnowArcana 5, Search 5, Tumble 5, UMD 5 Inspiration 3, Arcane Dilletante (1 spell)
    3rd Duskblade 1 +2 +3 +3 +3 Bluff 6, DisDev 6, Disguise 6, KnowArcana 6, Search 6, UMD 6 Improved Sigil (Krau) Arcane Attunement, Armored Mage (Light)
    4th Duskblade 2 +3 +4 +3 +4 Bluff 7, Concentration 3, DisDev 7, Disguise 7, Search 7, UMD 7 Combat Casting
    5th Duskblade 3 +4 +4 +4 +4 Bluff 8, Concentration 4, DisDev 8, Disguise 8, Search 8, UMD 8 Arcane Channeling
    6th Chameleon 1 +4 +4 +4 +4 Concentration 6, DisDev 9, KnowArcana 7, Search 9, Tumble 7, UMD 9 Earth Sense Aptitude Focus 1/day
    7th Chameleon 2 +5 +4 +4 +4 Concentration 8, DisDev 10, KnowArcana 8, Search 10, Tumble 9, UMD 10 Bonus Feat
    8th Chameleon 3 +6 +5 +5 +5 Concentration 11, DisDev 11, Jump 1, Search 11, Tumble 11, UMD 11 Mimic Class Feature 1/day
    9th Chameleon 4 +7 +5 +5 +5 Concentration 12, DisDev 12, Jump 5, Search 12, Tumble 12, UMD 12 Heighten Spell Ability Boon +2
    10th Spellsword 1 +8 +7 +5 +7 Concentration 13, DisDev 13, DecScr 1, KnowDung 1, Search 13, Tumble 13, UMD 13 Ignore ASF 10%
    11th Spellsword 2 +9 +8 +5 +8 Concentration 14, DisDev 14, KnowLocal 1, KnowNature 1, Search 14, Tumble 14, UMD 14 Exotic Weapon Proficiency: Whip Bonus Feat
    12th Spellsword 3 +10 +8 +6 +8 Concentration 15, DisDev 15, KnowRel 1, KnowPlanes 1, Search 15, Tumble 15, UMD 15 Earth Spell Ignore ASF 15%
    13th Spellsword 4 +11 +9 +6 +9 DisDev 16, Forgery 1, Handle Animal 1, Search 16, Spot 1, Tumble 16, UMD 16 Channel Spell 3/day
    14th Spellsword 5 +12 +9 +6 +9 DisDev 17, Forgery 2, Search 17, Spot 3, Tumble 17, UMD 17 Ignore ASF 20%
    15th Spellsword 6 +13 +10 +7 +10 DisDev 18, Forgery 4, Search 18, Spot 4, Tumble 18, UMD 18 Sanctum Spell Channel Spell 4/day
    16th Spellsword 7 +14 +10 +7 +10 DisDev 19, Forgery 6, Search 19, Spot 6, Tumble 19, UMD 19 Ignore ASF 25%
    17th Spellsword 8 +15 +11 +7 +11 DisDev 20, Forgery 8, Search 20, Spot 8, Tumble 20, UMD 20 Channel Spell 5/day
    18th Spellsword 9 +16 +11 +8 +11 DisDev 21, Forgery 10, Search 21, Spot 10, Tumble 21, UMD 21 Minor Shapeshift Ignore ASF 30%
    19th Dragon Disciple 1 +16 +13 +8 +13 DisDev 22, Forgery 12, Search 22, Spot 12, Tumble 22, UMD 22 Natural Armor +1, Bonus Spell (9th)
    20th Spellsword 10 +17 +14 +8 +15 DisDev 23, Forgery 14, Search 23, Spot 14, Tumble 23, UMD 23 Multiple Channel Spell



    Duskblade Spells per Day
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    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th
    3rd 3 3 - - - -
    4th 4 4 - - - -
    5th 5 5 - - - -

    Duskblade Spells Known
    0lvl: acid splash, disrupt undead, ray of frost, touch of fatigue
    1st: blade of blood (PHBII), chill touch, resist energy, shocking grasp



    Chameleon Spells per Day (Arcane)
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    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    6th 4 3 1 - - - - - - -
    7th 4 4 2 - - - - - - -
    8th 4 4 3 1 - - - - - -
    9th 4 5 4 2 - - - - - -
    10th 4 5 4 3 1 - - - - -
    11th 4 5 4 3 1 - - - - -
    12th 4 5 5 4 2 - - - - -
    13th 4 5 5 4 2 - - - - -
    14th 4 5 5 5 3 1 - - - -
    15th 4 5 5 5 3 1 - - - -
    16th 4 5 5 5 4 2 - - - -
    17th 4 5 5 5 4 2 - - - -
    18th 4 5 5 5 5 3 1 - - -
    19th 4 5 5 5 5 3 1 - - 1
    20th 4 5 5 5 5 3 1 - - 1

    Arcane Spells Known/Prepared (Personal and Utility)
    0lvl: detect magic, mage hand, prestidigitation, sonic snap (SC)
    1st: dispel magic (Trapsmith), haste (Trapsmith), instant of power (FoW), lesser spider form (DotU), ray of enfeeblement
    2nd: alter self, combust (SC), glitterdust, wings of cover (RotD), wraithstrike (SC)
    3rd: break enchantment (Trapsmith), cure serious wounds (Bard), heart of water (CMg), major image, stinking cloud
    4th: enervation, Evard's black tentacles, orb of fire (SC), polymorph, ruin delver's fortune (SC)
    5th: death throes (SC), fiendform (SC), trollshape (PHBII)
    6th: control water (dedicated to the good people of Manitoba)
    9th: transcend mortality (CMg)

    Arcane Spells Known/Prepared (Touch)
    0lvl: launch bolt (SC), launch missile (SC), touch of fatigue, stick (SC, good with fast torches from CMg)
    1st: blade of blood (PHBII), chill touch, lesser shivering touch (Frostburn), ray of enfeeblement, shocking grasp
    2nd: bestow curse (Demonologist), combust (SC), dimension hop (PHBII), dispelling touch (PHBII), touch of idiocy
    3rd: inevitable defeat (PHBII), shivering touch (Frostburn), mind poison (SC), poison, vampiric touch
    4th: aboleth curse (Stormwrack), bladebane (UE), corporeal instability (SC), greater bestow curse (Demonologist)
    5th: thalassemia (Stormwrack), storm touch (MoE), trait removal (Serpent Kingdoms)
    6th: mummify (Sandstorm)
    9th: imprisonment



    Chameleon Spells per Day (Divine)
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    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    6th 4 3 - - - - - - - -
    7th 4 4 1 - - - - - - -
    8th 4 4 2 - - - - - - -
    9th 4 5 3 1 - - - - - -

    Typical Divine Spells Known/Prepared
    0lvl: create water, cure minor wounds, detect magic, guidance
    1st: aspect of the wolf (SC), aquatic escape (CSc), instant of power (FoW), ray of hope (BoED), winged watcher (CSc)
    2nd: acorn of far travel (Far Corners), swift haste (SC Rgr), tree shape
    3rd: blade storm (SC Rgr)



    Snapshot: 10th Level
    Onnedad uses Improved Sigil (Krau) to heighten one of her 1st level Duskblade spells to 2nd level. All five caster levels from Spellsword are applied to the Chameleon's spellcasting, and thus only apply when she is using her Arcane Focus. The other requirement, defeating an opponent through force of arms alone, can be accomplished while using her Combat Focus. Since she has such limited spellcasting abilities during her first five levels, it's likely she'll defeat something without relying on magic.

    Snapshot: 13th Level (Sweet Spot)
    This is where Onnedad's main gimmick comes online: she can use her whip to channel "Range: Personal" spells on an opponent, transforming them into a form that's much less deadly or easier to kill. If she has Divine Focus active, this includes aspect of the wolf, aquatic escape, and tree shape. However, since she's more likely to have her Arcane Focus active, she can use wands+UMD to channel those spells. On the Arcane side, she can channel lesser spider form (Drow of the Underdark) for a medium spider or fiendform for a fiendish octopus. If she just wants to channel blasty stuff, she can use Arcane Channeling as a Duskblade to channel touch spells, such as chill touch, combust, vampiric touch, greater bestow curse, or any other arcane spell up to 4th level. Offensive-wise, if she wants to gish it up in melee, she can polymorph into a more physically impressive form such as a cave troll (MM3). Defensively, she can use Spellsword's Ignore 15% ASF combined with mithral/Twilight to wear the heaviest armors with no ASF, and her floating Chameleon feat can give her up to three soulmelds such as Wormtail Belt (Natural Armor +2), Adamant Poultrons (25% fortification), and Planar Ward (immunity to charm/compulsion/possession). Skill-wise, she's a top-notch trapfinder, tumbler, has maxed out UMD, and can use Cunning Knowledge along with her SLAs/spells for nearly everything else. If she wants to buff up the party, she can channel personal spells into her allies, giving them access to spells that are normally only available to spellcasters. And her floating bonus feat can be used to shape soulmelds, craft magic items, add some metamagic, or open up an Extra Slot for another spell.

    Snapshot: 15th Level
    I just wanted to note that Onnedad can put an oak tree in her Sanctum so she can use acorn of far travel (Far Corners of the World: Spells of the Woodlands) every week or so. Thus, all of her spells are likely to be 1 effective spell level higher.

    Snapshot: 20th Level
    Onnedad's "Capstone" is a multiple channel transcend mortality + death throes. On Onnedad's next turn, she can dismiss the transcend mortality as a standard action (after moving out of the 30' range of death throes). If letting the victim act for a round might be problematic, she can switch the second spell to dispel magic or dispelling touch, which auto-succeeds against her own spells. Or she can channel lesser celerity (PHBII) to give her victim a move action but leave them dazed on their next turn. Spellsword's Ignore 30% ASF + mithral/Twilight allows her to wear the heaviest armors in the game and even lug around a shield if she's so inclined. Dragon Disciple's Bonus Spell gives her a 9th level spell slot (Earth Spell + Improved Sigil Krau + Sanctum Spell allows her to heighten a 5th level spell up to 9th), but since Chameleons learn arcane spells as a wizard, she can fill it with any 9th level spell she can find and add to her spellbook.

    Sources:
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    Races of Destiny (Illumian, Chameleon, Able Learner)
    Dungeonscape (Factotum)
    PHBII (Duskblade)
    Races of Stone (Earth Sense, Earth Spell)
    Complete Arcane (Sanctum Spell)
    Complate Mage (Minor Shapeshift, Transcend Mortality)
    Other spells as noted.

  24. - Top - End - #324
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVIII

    Waste not, want not.
    Quote Originally Posted by Naphesche Zarna
    Naphesche Zarna, Neutral Evil Human Rogue 3 / Fighter 2 / Barbarian 1 / Swordsage 1 / Thayan Slaver 5 / Spellsword 8

    Spoiler: Fluff
    Show

    "Death is so final" Naphesche muttered glaring at the Red Wizard that had been volenteered to join her on her travels outside the Enclave 'to watch her' and had just blown a group of overly youthful and idealistic farmhand adventurers, on what might well have been their first and now last travel outside their village, to smithereens. "If you keep killing our opponents theres much less profit for Waukeens sake, knock them unconcious and then they can be spirited back to the Enclave and to a faraway enclave or back to Thay to be sold."

    Naphesche knew why she was asked to have him around, it was suscepted that he was selling infomation to the Zhentarims. Naphesche queitly laughed at that, since she was the one secretly doing it, via hidden messages to her ultimate superior Dmitra Flass. Hence he was volenteered by the Enclave leader to go with her on her foraging run, where she should get rid of him in a way that could cast blame on a random group of adventurers and use that 'breach' of the treaty to threaten the local govenor into paying them a lot of money for forgetting. That group might have been worth considering, but he had blasted them to quickly, killing them to easily for her to set up the deal.

    Spoiler: Ability Scores
    Show
    Abilty Score
    Strength 10
    Dexterity 16
    Constitution 12
    Intelligence 18
    Wisdom 8
    Charisma 8
    All ability modifiers is to be placed in Dexterity

    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Rogue 1 +0 +0 +2 +0 Appraise 4, Decipher Script 4, Forgery 4, Hide 4, Intimidate 4, Listen 4, Move Silently 4, Sense Motive 4, Spot 4, Tumble 4, Use Magic Device 4, Use Rope 4 Able Learner, Darkstalker Sneak Attack 1d6, Poison Use
    2nd Rogue 2 +1 +0 +3 +0 Appraise 5, Decipher Script 5, Forgery 5, Hide 5, Intimidate 5, Listen 5, Move Silently 5, Sense Motive 5, Spot 5, Tumble 5, Use Magic Device 5, Use Rope 5 Evasion
    3rd Rogue 3 +2 +1 +3 +1 Appraise 6, Decipher Script 6, Forgery 6, Hide 6, Intimidate 6, Listen 6, Move Silently 6, Sense Motive 6, Spot 6, Tumble 6, Use Magic Device 6, Use Rope 6 Sickening Strike Sneak Attack 2d6, Penetrating strike
    4th Fighter 1 +3 +3 +3 +1 Appraise 7, Hide 7, Intimidate 7, Listen 7, Move Silently 7, Spot 7 Weapon FinesseB Bonus Feat
    5th Swordsage 1 +3 +3 +5 +3 Appraise 8, Decipher Script 8, Forgery 8, Hide 8, Intimidate 8, Listen 8, Move Silently 8, Spot 8 Quick To Act +1, Disipline Focus (Shadow Hand)
    6th Fighter 2 +4 +4 +5 +3 Appraise 9, Hide 9, Intimidate 9, Listen 9, Move Silently 9, Spot 9 Two Weapon FightingB, Shadow Blade Bonus Feat
    7th Barbarian 1 +5 +6 +5 +3 Appraise 10, Decipher Script 9, Forgery 9, Hide 10, Intimidate 10, Listen 10, Move Silently 10, Spot 10 PounceB Spirituel Lion Totem, Favored Enemy (Humanoid, Human)
    8th Thayan Slaver 1 +5 +6 +7 +3 Appraise 11, Hide 11, Knowledge (Arcana) 2, Listen 11, Move Silently 11, Spot 11, Use Magic Device 7 Ruthless Beating, Enervating Attack
    9th Thayan Slaver 2 +6 +6 +8 +3 Appraise 12, Hide 12, Knowledge (Arcana) 4, Listen 12, Move Silently 12, Spot 12, Use Magic Device 8 Martial Stance (Assassins Stance) Break Will